• Title/Summary/Keyword: VR content

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A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

Live-Action VR Re-lighting Pipeline Using Depth Information (깊이 정보를 활용한 실사 VR의 리라이팅 파이프라인)

  • Baek, Kwang-Ho;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1214-1219
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    • 2018
  • A variety of VR contents are being introduced as of 2017. VR contents are concentrated in the genre of games and interactive because of the difficulty of $360^{\circ}$ shooting production environment. Live action $360^{\circ}$ VR content has many problems due to the difficulty of the production environment. In this paper, a three - dimensional information value is generated in binocular disparity of a real image by using a re-light technique based on real image data. The generated 3D information values are combined with a technique of converting the depth information into a depth map and a re-light technique by installing virtual lighting on the surface formed in the 3D space. In order to solve the problem of lighting exposure, we apply the technique of re-lighting to the VR production pipeline by comparing and analyzing the result image of actual image and virtual image data.

An Impact of VR Travel Contents on Emotions in Untact Era (언택트 시대 VR여행콘텐츠가 감정에 미치는 영향)

  • Lee, Young-Woo;Joo, Jae-Heum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1538-1544
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    • 2021
  • This study aims to analyze through empirical experiments for the effects of a 360 degree's VR travel contents on stress in the era of COVID-19, as stress has emerged as social problems due to restrictions on freedom of movement. For the empirical experiment, the hypothesis (Happiness level or Depression level or Arousal level will affect the level of stress after watching VR travel contents) was established. As a result, the depression level was adopted while the others were rejected. In order to relieve stress, it is necessary to be careful not to feel depressed, and it was found that even if we can't travel freely, we can reduce stress somewhat with VR travel contents in the untact era. In other words, the emotional state after watching VR travel contents has changed positively. It is hoped that the results of this study will be of some help to the tourism industry and VR production industry, which have been contracted.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

Priority Analysis for Development of Virtual Reality Contents to Improve Building Construction Education (건축시공 교육 개선을 위한 가상현실 컨텐츠 개발 우선순위 도출)

  • Kang, Seo-Kyoung;Kang, Goune;Cho, Hunhee;Kang, Kyung-In;Kang, Minshik
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2015.11a
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    • pp.93-94
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    • 2015
  • Building construction education requires training and experience. While there have been many means of education, virtual reality (VR) can be applied as a complement for building construction education. Considering the characteristics of building construction education, interactive content based on VR technology is expected to raise the effectiveness of traditional education. This research conducted a survey to examine the applicability of VR technology to building construction education and provided basic information by prioritizing work types for educational content.

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Case study of VR experience studying for smart education support (스마트 교육 지원을 위한 VR 체험학습 사례 연구)

  • Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.131-141
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    • 2014
  • UX design e-learning systems in order to establish the reasonable structured modules that are based on interdisciplinary research. E-learning by focusing on technology-related education, information technology and psychology, business administration, etc. has been studied in the field. However, an important part of smart education, one of the students in the field of self-directed research is lacking UX design. UX Design the User Interface and Visual Identity is central to the success of the content of the important research areas in modern smart society. This case study is for smart education digital textbooks considered the characteristics of the study. Presented by the Ministry of Education on the basis of the standard of digital textbook content of the e-learning features, including multi-disciplinary analysis of UX design requires a structured model is proposed. Research data on the smart education and virtual education in UX design being used as the basis for studies forward.

A study of Simulacre in Virtual Space for VR content development - Focused on Ocean Space of 『Jasan-urbo』 (VR 콘텐츠 개발을 위한 가상공간의 시뮬라크르 연구 - 『자산어보』의 해양공간을 중심으로)

  • Kim, Sang-Nam;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.558-565
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    • 2020
  • In this study, presents geographic analysis of Heuksando Island We classified each area of the island according to physical attributes. Then, we derived the meaning of each area as a physical space and virtual space. In order to symbolize the events that happens around the spaces, we set directions and relations for those spaces. In this process, we figured the stages of voluntary experience that originates from the user's actions. This study proposes hierarchical categories of virtual environments from spacial reality, experience and the creation of simulacrum.

Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

A Study on K-POP Video Content Using Metaverse Virtual Technology

  • Yuanxue Tian;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.273-278
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    • 2024
  • The meta-universe, as an innovative medium of digital technology that integrates the virtual and real worlds, is revolutionizing the traditional K-POP industry by leveraging advanced technologies such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and motion capture. This transformation is gradually reshaping the entire entertainment sector. As K-POP continues its global expansion, the industry is actively exploring the application of virtual technologies, presenting viewers with a more diverse range of entertainment content. This thesis reviews the development history of virtual technology in K-POP, analyzes the practical applications of VR, AR, AI, and motion capture within the industry, and examines how these technologies enhance artist-fan interactions and immersion. The study demonstrates that the incorporation of virtual technology not only overcomes the limitations of traditional entertainment modes but also provides new directions for the future development of the K-POP industry.

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1209-1216
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    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

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