• Title/Summary/Keyword: VR content

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

YOLO based Optical Music Recognition and Virtual Reality Content Creation Method (YOLO 기반의 광학 음악 인식 기술 및 가상현실 콘텐츠 제작 방법)

  • Oh, Kyeongmin;Hong, Yoseop;Baek, Geonyeong;Chun, Chanjun
    • Smart Media Journal
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    • v.10 no.4
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    • pp.80-90
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    • 2021
  • Using optical music recognition technology based on deep learning, we propose to apply the results derived to VR games. To detect the music objects in the music sheet, the deep learning model used YOLO v5, and Hough transform was employed to detect undetected objects, modifying the size of the staff. It analyzes and uses BPM, maximum number of combos, and musical notes in VR games using output result files, and prevents the backlog of notes through Object Pooling technology for resource management. In this paper, VR games can be produced with music elements derived from optical music recognition technology to expand the utilization of optical music recognition along with providing VR contents.

Implementation of VR-based digital visual culture contents (VR기반 디지털 시각 문화 콘텐츠 구현)

  • Shin, Yu-cheol;Bae, Min-kyeong;Park, Cheol-yoo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.478-480
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    • 2022
  • This content was produced to reduce the stress of the elderly in nursing homes whose outside activities are controlled in a real situation that has accelerated the untact society as the corona pandemic situation continues to be maintained, and to provide visual and auditory enjoyment even inside nursing homes. Nursing seniors get help from social workers through content usage scenarios. By using digital visual culture contents, you can feel the stress that has been continuously accumulated with virtual people, relieve stress and have a sense of identity. Through this content, it will be possible to give a positive effect to the lives of the elderly in nursing care.

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Unity VR 360 Degree Content Implementation (Unity기반의 탐색적 VR 360도 콘텐츠 구현)

  • Shin, Yoo-cheol;Kim, Min-geun;Lee, Hyo-won;Kang, Ha-ram;Park, Cheol-yoo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.436-438
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    • 2021
  • This content is implemented for active seniors who actively accept IT digital content as the current metaverse generation arrives. The elderly living in the nursing home can directly explore various parts of the map through the user scenario, so that they can recall their youth or experience various views, such as a place where they spent their lives in the past or a place where they can experience their jobs. In the current situation where the aftermath of Corona is getting stronger, the elderly living in nursing homes can have a positive effect on psychological stability and prevention of depression by using this content.

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Development of Educational Content for Dental Extraction Skill Training Using Virtual Reality Technology (가상현실 기반의 치아발치 수기 훈련을 위한 교육콘텐츠 개발)

  • Park, Jong-Tae;Kim, Ji Hyo;Lee, Jeong-hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.218-228
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    • 2018
  • The purpose of this study was to present a educational content developed for training of dental extraction skill in a virtual environment. The development of the content consists of five steps: learning content analysis, draw a design model, development, test of validity, rectification and complete of the content. We developed the virtual reality (VR) simulator with producing an animation of surgical stages on the 3D models of human face for simulating dental extraction procedure. The results of validity tests for the content were mean 4.81 (SD, 0.72) for interface validity and mean 4.66 (SD, 0.71) for content validity, which represents strong evidence for the validity of the content. The data of the study indicates that the educational content developed for training of dental extraction skill using VR technology can be suitable to improve surgical skill of dental extraction in clinical field. We expect that further development of the education contents based on the VR technology to improve various surgical skills in clinical field will be addressed in the future.

A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.71-78
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    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Development of remote control and monitoring program for multiple HMD content (다중 HMD 콘텐츠를 위한 원격 제어 및 모니터링 프로그램 개발)

  • Yoonbin Hong;Minji Park;Donghyeok An
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.4
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    • pp.245-254
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    • 2024
  • Recently, virtual reality (VR) has been actively used in various fields such as education, healthcare, entertainment, and training by providing immersive experiences. To operate multiple VR content programs without assistants and improve training efficiency, remote control of VR content programs within HMDs is necessary. In this paper, we develop management app for remotely controlling and monitoring multiple HMDs. First, we develop a function for HMD devices to connect to the management app. Second, we develop a function for simultaneously controlling HMD devices. Finally, we develop a function for monitoring HMD devices. In order to verify the developed functions, we measured the simultaneous control time and monitoring time. The measurement results showed that control took an average of 0.15 seconds and monitoring took an average of 0.81 seconds.

Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.

The Study of Usability Evaluation Methodology for the VR contents -Emphasis on the VR Application Contents ″Heritage Alive!″ (VR Theater 기반 VR contents의 사용성 평가 방법론에 대한 연구 -VR 탐사 콘텐츠 Heritage Alive!의 사용성 평가를 중심으로-)

  • 이현진;안상철;김진욱;강동훈;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1261-1266
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    • 2003
  • 본 연구는 가상현실 극장에서 실시간 상호 작용 효과를 잘 수용할 수 있는 가상 현실 콘텐츠를 기획하고 그 시나리오를 구성하는 요소들과 인터랙션 기술 개발의 방향 수립을 위한 체계적인 사용성 평가 방법론을 제시하였다. 연구에 활용한 가상실험 콘텐츠는 Heritage Alive!로서 시나리오 구성에서 시스템 구성, 인터랙션 요소들을 사용자 참여를 통한 사용성 평가 수행을 실시하여 그 실용화 가능성과 발전 방향을 평가하였다. 사용성은 비디오를 통한 전체 관람 모습을 촬영, 관찰하여 몰입감과 콘텐츠를 연관지어 분석하였고, 사용자의 인터랙션을 컴퓨터 시스템의 로그 파일을 기록하여 입력 장치의 조작성과 과제에 대한 몰입감을 정량적으로 추출할 수 있었다. 그리고 설문지에 감성적인 측면을 질의함으로써 정성적인 평가 자료로 활용하였다.

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