• Title/Summary/Keyword: VR Technology

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Virtual Reality and 3D Printing for Craniopagus Surgery

  • Kim, Gayoung;Shim, Eungjune;Mohammed, Hussein;Kim, Youngjun;Kim, Yong Oock
    • Journal of International Society for Simulation Surgery
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    • v.4 no.1
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    • pp.9-12
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    • 2017
  • Purpose Surgery for separating craniopagus twins involves many critical issues owing to complex anatomical features. We demonstrate a 3D printed model and virtual reality (VR) technologies that could provide valuable benefits for surgical planning and simulation, which would improve the visualization and perception during craniopagus surgery. Material & Methods We printed a 3D model extracted from CT images of craniopagus patients using segmentation software developed in-house. Then, we imported the 3D model to create the VR environment using 3D simulation software (Unity, Unity Technologies, CA). We utilized the HTC Vive (HTC & Valve Corp) head-mount-display for the VR simulation. Results We obtained the 3D printed model of craniopagus patients and imported the model to a VR environment. Manipulating the model in VR was possible, and the 3D model in the VR environment enhanced the application of user-friendly 3D modeling in surgery for craniopagus twins. Conclusion The use of the 3D printed model and VR has helped understand complicated anatomical structures of craniopagus patients and has made communicating with other medical surgeons in the field much easier. Further, interacting with the 3D model is possible in VR, which enhances the understanding of the craniopagus surgery as well as the success rate of separation surgery while providing useful information on diagnosing and surgery planning.

Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Clinical Use of Virtual Reality in Addiction (중독 질환에서 가상현실기술 적용의 임상적 유용성)

  • Lee, Jung-Young;Jung, Duk Hwan;Choi, Jung-Seok
    • Journal of Korean Academy of Addiction Psychiatry
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    • v.18 no.1
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    • pp.17-22
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    • 2014
  • Virtual reality (VR) provides an immersive and interactive 3-dimensional system, which allows an individual to become immersed in a computer-generated situation. VR technology has been administered in the exposure-based treatment of a variety of psychiatric disorders, including acrophobia, fear of flight, and post-traumatic stress disorder. Furthermore, VR systems have also been developed for the use of research and treatment in addiction. They might have advantages in cue exposure therapy, by increasing the salience of cues, as well as assessments of cue reactivity in addiction. This article summarizes the application of VR in the field of psychiatry. More importantly, it suggests the possibilities of clinical use of VR technology, in the treatment of addiction.

Analysis and Design of Live Streaming O2O Real Estate Brokerage Service using 3D VR Technology (3차원 VR 기술을 활용한 실시간 스트리밍 O2O 부동산 중개 서비스 분석 및 설계)

  • Hyun, Min-Ji;Koo, Jahwan;Kim, Ung-Mo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.504-508
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    • 2018
  • 최근 ICT 산업게는 가상현실에 주목하고 있다. 시공간의 제약을 극복하고 실제 체험하는것과 비슷한 효과를 제공하는 VR 콘텐츠는 향후 유통 분야에도 폭넓은 활용이 예상된다. 대부분의 O2O 서비스에서 사용하고 있는 VR 기술은 단순히 360도 파노라마 형식의 사진을 보여주거나 VR 카메라로 중계 방송을 하는 콘텐츠가 대부분이었다. 따라서 본 논문에서는 3차원 VR 영상 스트리밍 서비스를 이용한 콘텐츠를 O2O 부동산 중개 서비스에 접목하여 360VR 컨텐츠 확장 가능성을 제시하고자 한다.

Edge Computing Server Deployment Technique for Cloud VR-based Multi-User Metaverse Content (클라우드 VR 기반 다중 사용자 메타버스 콘텐츠를 위한 엣지 컴퓨팅 서버 배치 기법)

  • Kim, Won-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1090-1100
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    • 2021
  • Recently, as indoor activities increase due to the spread of infectious diseases, the metaverse is attracting attention. Metaverse refers to content in which the virtual world and the real world are closely related, and its representative platform technology is VR(Virtual Reality). However, since VR hardware is difficult to access in terms of cost, the concept of streaming-based cloud VR has emerged. This study proposes a server configuration and deployment method in an edge network when metaverse content involving multiple users operates based on cloud VR. The proposed algorithm deploys the edge server in consideration of the network and computing resources and client location for cloud VR, which requires a high level of computing resources while at the same time is very sensitive to latency. Based on simulation, it is confirmed that the proposed algorithm can effectively reduce the total network traffic load regardless of the number of applications or the number of users through comparison with the existing deployment method.

Hybrid Content Technology for Web and VR Integrated Services (웹과 가상현실 통합서비스를 위한 하이브리드 콘텐츠 개발)

  • Choi, Na-Hyeon;Kim, Hyo-Jin;Oh, So-Yeong;Yu, Bo-Geun;Jin, Eun-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.575-578
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    • 2020
  • 최근 교육부는 초등학교부터 중학교까지 정보통신기술(ICT)와 인공지능(AI)에 관한 소양을 길러주기 위해 AI, VR 등 최첨단 기술을 적용한 '지능형 과학실'을 2024년까지 모든 학교에 구축할 방침이라고 한다. 하지만 국내 VR 교육은 학년별, 교과과정에 맞춘 콘텐츠가 부족하고, VR 교육 전용 LMS(학습관리 시스템)의 부재로 현실로 도입하기에 부족하다. 본 논문에서는 VR 교육 특성에 맞는 LMS 대안과 10분 내외의 VR 체험을 뒷받침할 맞춤 콘텐츠로서 'Web & VR Hybrid Content'를 제안한다.

Influence of Gender on VR Animation Viewing Experiences: from the Perspective of Comfortable Viewing Distance

  • Lin Qu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.191-198
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    • 2023
  • In recent years, we have witnessed a growing popularity of virtual reality (VR) technology. Understanding the factors that contribute to a comfortable VR viewing experience is crucial for its successful implementation. This study specifically explored the role of gender in determining the ideal viewing distance for VR animation. To do so, we enlisted 100 participants, comprising 41 males and 59 females, and had them engage in a VR animation viewing task, during which we recorded their preferred viewing distances. Our findings revealed that there was no significant distinction between males and females regarding their favored VR animation viewing distances. These results suggest that when creating VR content, gender may not be a noteworthy factor to take into account when determining the optimal viewing distances for a comfortable experience.

A Study on the Integrated Interface for Visualizing Rotor Dynamics Data on VR Environments (가상현실 환경에서의 로터 동역학 데이터 가시화를 위한 통합 인터페이스)

  • Hur, YoungJu;Kim, MinAh;Lee, JoongYoun;Koo, GeeBum
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.389-390
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    • 2009
  • 컴퓨터에서 생성된 시뮬레이션의 결과는 컴퓨터 그래픽스 기술을 이용한 일련의 가시화 과정을 거쳐서 인간이 해석하기 쉬운 형태로 변형되게 된다. 최근에는 고성능 컴퓨터(HPC: High Performance Computer)의 발달로 인해 데이터의 크기가 점점 더 증가하는 추세에 있으며, 이런 복잡한 데이터를 해석하는 데는 클러스터 시스템을 이용한 고해상도의 디스플레이 장치가 필요하다. 하지만 이런 디스플레이 장치에서 사용자 인터페이스를 제공하는 방법은 VR(Virtual Reality, 가상현실) 환경을 활용하는 것이 거의 유일한 해결책이다. 하지만 현재 VR 환경에서 시뮬레이션 데이터 해석에 필요한 적절한 사용자 인터페이스를 제공하는 툴은 존재하지 않는다. 이에, 본 논문에서는 시뮬레이터 데이터, 특히 로터 동역학 분야의 시뮬레이션 데이터를 VR 환경에서 가시화하는 GLOVE 프레임워크의 통합 인터페이스를 소개한다. 이 인터페이스는 VR 환경에서 시뮬레이션 데이터를 실시간으로 상호작용을 통해 분석하는 데 필요한 기반 환경을 제공한다.