• 제목/요약/키워드: VR Technology

검색결과 762건 처리시간 0.037초

가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구 (A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis)

  • 신재우;임춘성
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.415-420
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    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

원예 기반 힐링형 VR 콘텐츠 개발 연구 (A Study on the Development of Healing VR Content Based on Horticulture)

  • 황민경;김정이
    • 문화기술의 융합
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    • 제9권4호
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    • pp.681-686
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    • 2023
  • 이 연구는 원예 기반 VR 콘텐츠를 개발하여 사용자들이 혼란스러운 일상에서 쉼을 찾을 수 있도록 하는 것을 목표로 한다. 텔레포트, 식물도감, 인벤토리, NPC 기능, 그림 그리기 게임 등을 활용하여 사용자의 참여도와 몰입감을 높이고, 감정적 안정감을 제공하며, 창의성과 집중력을 향상시키는 힐링 콘텐츠를 구현하였다. VR 기술을 이용한 정원 관람 콘텐츠는 현실과의 차이를 극복하기 위한 기술적인 연구와 개발이 필요하며, 이를 통해 콘텐츠의 현실성과 체험의 완성도를 높일 수 있다. 높은 해상도의 디스플레이, 고성능의 프로세서, 센서 등을 사용하여 VR 체험의 현실성을 증대시키고, 사용자 피드백을 수집하여 지속적으로 개선할 예정이다. 이를 통해 사용자들이 스트레스를 해소하고 감정적인 안정감을 느끼며, 현실에서 불가능한 경험을 제공함으로써 새로운 방법을 제시한다.

Research on improving efficiency in VR game development

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.74-80
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    • 2023
  • Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

가상현실(VR)의 의료분야 적용 동향 (Application of Virtual Reality in the Medical Field)

  • 전황수
    • 전자통신동향분석
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    • 제34권2호
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    • pp.19-28
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    • 2019
  • In recent years, medical and health care fields have attracted attention for virtual reality (VR) applications. VR technology is emerging as a healthcare specialist and psychotherapy alternative to cope with the increase in the demand for the treatment of conditions such as psychological diseases caused by old age and stress. Using VR, virtual patients or organs can be trained, and the medical staff can plan and pre-test before surgeries. The use of VR technology for psychotherapy and rehabilitation of one-to-one, face-to-face treatment allows a single physician to respond to multiple health care needs.

6개 카메라로 촬영한 360VR영상의 실시간 스트리밍을 위한 이미지 변형 기법 (Image transform method of 360VR image acquired from six cameras for real-time streaming video)

  • 서봉석;정은영;김남태;장정엽;유동호;김동호
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2016년도 추계학술대회
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    • pp.51-52
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    • 2016
  • 최근 360 및 VR(Virtual Reality) 영상의 구성 및 전송을 위해 Facebook이 기존 메르카토르도법을 사용하는 것 대신 "Transform"의 방법을 제시하여 큐브 및 피라미드 형태로의 이미지 전송하는 방식을 발표했다. 본 논문은 이 변형기법을 기반으로, 6개의 카메라로 360VR영상을 촬영할 경우 "Transform"이 가지는 큐브 형태를 이용 기존보다 효과적이고 가벼워 실시간 스트리밍에 적합한 360VR이미지 변형법을 제안한다.

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VR 영화의 시점과 프레임-VR단편영화<동두천>을 중심으로 (The Point of View and Frame in The VR Movie-Focusing on )

  • 김선아
    • 한국콘텐츠학회논문지
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    • 제20권4호
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    • pp.518-529
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    • 2020
  • <동두천>(Bloodless, 2017)은 1992년 미군에 의해 살해당한 한국 여성 성노동자 윤금이씨에 관한 실제 사건을 바탕으로 만든 VR단편다큐멘터리 영화이다. 본 연구는 <동두천>에서 나타난 1인칭 시점의 혼용과 암묵적 프레임 안에 덧붙여진 이차 프레임의 활용을 구체적으로 살펴본다. VR 기술의 발달과 더불어 VR 영상문법에 관한 이해가 깊어질 때 VR영화의 스토리텔링 역시 다양하고 흥미로워질 수 있을 것이다.

Do Gender, Types of VR Game, & Virtual Presence Matter in VR Games?

  • Um, Namhyun
    • International Journal of Contents
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    • 제16권4호
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    • pp.78-83
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    • 2020
  • VR technology has become a game changer in the game industry. VR game market has increased exponentially worldwide. The current study is designed to examine effects of VR game players' gender (male vs. female), types of VR games (solo game vs. multiplayer game), and the level of perceived virtual presence (low virtual presence vs. high virtual presence) on enjoyment and intention to replay. Study findings suggest that male players, after playing VR games, showed higher enjoyment and intention to replay VR games. In terms of types of VR games, multiplayer VR games lead to higher enjoyment intention to replay than solo play games. Finally, this study found that the high level of perceived virtual presence incur higher enjoyment and intention to replay than the low level of perceived virtual presence in playing VR games. Practical implications were discussed in the last section of this paper.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • 제9권4호
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.