• Title/Summary/Keyword: VR World

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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.

Interactivity in Virtual Worlds - Focused on VR Interactivity for On-line Design - (가상 현실 세계에서의 인터렉티비티 - 온라인 디자인을 위한 VR 인터렉티티를 중심으로 -)

  • 천진향
    • Archives of design research
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    • v.11 no.1
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    • pp.303-312
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    • 1998
  • Recently, with the excessive uses of Internet, virtual spaces for the on-line introduced VRML are emerging. The inhabited virtual world includes a complex process and human experiences. The VR interactivity is now being examined, and it is the important aspect for creating VR application which may include navigating the virtual world, turning features on and off, and interacting with other users. Therefore, the study of this field is favored with a competitive advantage to the present and future multimedia designer. Thus, the subject of this thesis is for the design of virtual world, focusing on interactivity. The contents include the types of the VR interactivity, and their classifying and studying, according to the existing theories based on the literature and web sites. The types are for the user navigation, for the user interactions with other users and objects, and for the creation of metaphors. As the results of this study, it is suggested the effective application and the proposal.

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A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World (실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.714-725
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    • 2016
  • With the recent emergence of VR contents, a lot of attention has been drawn on actual image based VR 360° video production using photography system. It was very complicated and difficult to make conventional VR contents. Therefore, such making was performed only in a research level. These days, as cameras have been made smaller, VR live-action has become more common in contents makers. In the circumstance, this study tries to compare a variety of contents making equipment based on action-cam that is mainly used for producing VR contents, and suggest their problems. To solve the problems, this study uses a cinema grade camera to do VR filming. As a result, it is revealed that, in order to make VR contents with quality, it is necessary to use a cinema grade camera, rather than an action cam, and to conduct technical research for standard lens based contents.

A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.04a
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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Cinema around "Virtual Reality" techniques (영화와 가상현실 기술에 대한 소론)

  • Coppola, Antoine
    • Trans-
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    • v.10
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    • pp.1-13
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    • 2021
  • If virtual reality is well known through the medias, it seems that a few visual concepts are clearly related to VR. We try to think about it and introduce to a philosophy of VR techniques. So, from techniques and media techno-powers promotional campaigns, we aim to areal technology, it means an objective reflection on the VR techniques. To do so, we study the representations of VR in films. And we conclude that a negative image is the most common representation, related, often, to an Orwellian vision of the future world. In the second part, we study some VR films, and especially some made by famous film directors (Iñárritu, Bigelow). 'Head-turn' and 'Walk-around' films are commented to check their limits. Finally, we consider that for the moment, VR remains only a new space to screen films (into VR platforms connected to the Internet).

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.

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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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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VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

A Study on the Application of Stereoscopic Depth Value in VR HMD (VR HMD 기반의 스테레오스코픽 깊이 값 적용 연구)

  • Son, Ho-Jun;Kim, Jung-Ho;Lee, Seung-Hyun;Hamacher, Alaric;Kwon, Soon-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.31-40
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    • 2016
  • Recently, technology of Virtual Reality(VR) based on HMD among various kinds of VR implemented products has received widespread attention. Major IT-related companies around the world participated in VR HMD research and development. Therefore, the possibility of the spread of VR HMD has been highly praised. Demands of VR HMD products using Smart Phone has been especially increased so that it is required to create a high quality of VR contents. The purpose of study in this paper is to apply the depth value of stereoscopic to VR HMD. To implement it, we analyzed VR HMD optical system and converted an experimental image to virtual depth caused by binocular disparity based on the result of calculating NPP(Native Pixel Parallax). We produced the image of stereoscopic applied with the value converted and applied to VR HMD. This study is expected to be utilized as a VR content creation field of quantitative data.