• Title/Summary/Keyword: VR Technology

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Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Study on the application of VR/AR technology to the future ROK Army Synthetic Battlespace Training System (미래 육군합성전장훈련체계에 VR/AR 기술 적용방안 연구)

  • Jong-Hoon Lee;Junwook Park
    • Convergence Security Journal
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    • v.23 no.5
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    • pp.189-197
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    • 2023
  • The Republic of Korea Army (ROK Army) is currently developing the Army Synthetic Battle Training System (ASBTS) by 2026 and will use it to advance division-level LVC integrated training. This study proposes a way to improve the effectiveness and efficiency of training by applying VR/AR technology to the ASBTS. To this end, we analyzed cases of VR/AR technology use in the defense field in advanced countries and the ROK military. As a result, we confirmed that the effectiveness and efficiency of training can be improved when the training system is converted to an immersive system. Accordingly, we selected and presented defense training subjects to be applied to VR/AR technology, considered the development direction for applying VR/AR technology to the ASBTS, and proposed a way to apply VR/AR technology to the ASBTS.

The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.177-180
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to imbody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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Status and development direction of Virtual Reality Video technology (가상현실 영상 기술의 현황과 발전방향 연구)

  • Liu, Miaoyihai;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.405-411
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    • 2021
  • Virtual reality technology is a new practical technology developed in the 20th century. In recent years, the related industry is rapidly developing due to the continuous development and improvement of virtual reality (VR) technology, and various image contents that are realistic through the use of virtual reality technology provide users with a better visual experience. In addition, it has excellent characteristics in terms of interaction and imagination, so a bright prospect can be expected in the field of video content production. This paper introduced the types of display of VR video, technology, and how users view VR video at the current stage. In addition, the difference in resolution between the past VR equipment and the current equipment was compared and analyzed, and the reason why the resolution affects the VR image was explored. Among the future development of VR video, we will present some development directions and provide convenience to people.

A Study on the Effect of HMD VR Technology on Design Application: Focusing on 3DEXPERIENCE Platform VR (HMD VR 기술이 디자인 활용에 미치는 영향에 관한 연구: 3DEXPERIENCE 플랫폼의 VR을 중심으로)

  • Lee, Kyoung-Soon;Yoon, Jeong Shick
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.49-55
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    • 2020
  • Recently, companies are growing by introducing rational and optimized technology for all processes, including design. In particular, the emergence of ICT-based cloud platforms has given rise to solutions that are equipped with all the necessary business services in corporations and schools, affecting technical education and corporate growth that have not been experienced thus far. The virtual reality technology and convergence of HMD devices utilizing this platform is a new turning point in corporate development. Therefore, this study tested the VR functions used in design based on 3DEXP and HMD VR devices. Second, design utilization and this issue were examined through a survey based on the experimental data. The results showed that 3DEXP and HMD VR technologies are closely related in terms of design utilization and have demonstrated their mediated effects through statistical analysis. Nevertheless, it is not enough to generalize some engineering students as a result of the study. On the other hand, the introduction of HMD VR technology is one of the pillars of education and the implementation of virtual reality technology.

A Study on the Types and Features of VR Contents Used in Domestic and Foreign Libraries (국내외 도서관에서 이용되는 VR 콘텐츠 유형과 특징에 관한 연구)

  • Kim, Ji Soo;Cheon, Hee Su;Moon, Seo hyun;Kwon, Sun-Young
    • Journal of the Korean Society for information Management
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    • v.39 no.1
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    • pp.219-256
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    • 2022
  • In an intelligent information society, VR technology is attracting attention as next-generation technology, and its importance as been emphasized. Against this background, there is a need to incorporate VR technology in libraries. The purpose of this study is to investigate and classify VR contents used in domestic and foreign libraries, and to analyze their characteristics and status. Therefore, in this study, cases of VR content were collected and analyzed for domestic and foreign libraries to which VR technology is applied and based on the implications of the analysis results, matters to be noted when applying VR content to the library in the future were suggested. This study is meaningful in that it conducted a study based on actual cases targeting VR content that was not discussed intensively in previous studies.

The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.6
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    • pp.1110-1115
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to embody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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An Exploratory Study of VR Technology using Patents and News Articles (특허와 뉴스 기사를 이용한 가상현실 기술에 관한 탐색적 연구)

  • Kim, Sungbum
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.185-199
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    • 2018
  • The purpose of this study is to derive the core technologies of VR using patent analysis and to explore the direction of social and public interest in VR using news analysis. In Study 1, we derived keywords using the frequency of words in patent texts, and we compared by company, year, and technical classification. Netminer, a network analysis program, was used to analyze the IPC codes of patents. In Study 2, we analyzed news articles using T-LAB program. TF-IDF was used as a keyword selection method and chi-square and association index algorithms were used to extract the words most relevant to VR. Through this study, we confirmed that VR is a fusion technology including optics, head mounted display (HMD), data analysis, electric and electronic technology, and found that optical technology is the central technology among the technologies currently being developed. In addition, through news articles, we found that the society and the public are interested in the formation and growth of VR suppliers and markets, and VR should be developed on the basis of user experience.

Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • Journal of Distribution Science
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    • v.18 no.2
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.