• Title/Summary/Keyword: VR content

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

The Effect of 360-degree VR Tourism Contents Motivations, Flow, Continuance Usage Intention on Visit Intention - For Chinese Student in Korea (360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 방문의도에 미치는 영향 - 한국 체류 중국인 유학생 대상으로)

  • Seok, Hwayoon;Lu, Chen;Nam, Yoonjae
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.389-398
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    • 2022
  • Recently, tourism and leisure related VR contents have gained attention of potential tourists. Therefore, this study aimed to analyze investigate the effects of 360-degree VR tourism contents motivations, flow, continuance usage intention on visit intention for Chinese student in Korea. This study found that hedonic benefit and personal benefit exerted a positive influence on visit intention of contents users. However, vividness and usability did not influence on visit intention. Moreover, flow exerted a significant influence on visit intention but continuance usage intention did not influence on visit intention. The study is significant in shedding light on whether the motivations, flow, continuance usage intention of 360-degree VR tourism contents influences visit intention. It is suggested that the consumption of 360-degree VR tourism contents can be a useful marketing tool for strength of intention to visit.

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

A Study on Method to Activate the Operation of a Fire Safety Experience Center Based on Virtual Reality (가상현실 기반 소방안전체험관 운영 활성화 방안 연구)

  • Young Sook Kim;Kwangsu Moon
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.713-728
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    • 2022
  • Purpose: This study examined the effect of VR safety education content quality on behavioral intention and collect operational opinions through interview. Method: Based on the survey data of 93 former and current officers, the hypothesis was verified. In addition, 15 fire safety experience centers were visited to conduct interview. Result: For the quality of VR safety education contents, immersion and convenience had a significant effect on usage satisfaction, recommendation intention, and field application intention. In addition, convenience and aesthetic experience had a significant effect on the educational effect, but immersion and diversity did not significant. In the interview, they suggested that VR education has high user satisfaction and good educational effects. The quality of content(particularly immersion and convenience) is an important factor in VR education. In the long-term persepective, it is necessary to prepare a standard teaching plan for each disaster, in addition, manpower, expertise, maintenance problems, and etc. Conclusion: Through these results, it was confirmed that VR experience content quality affects behavioral intention and educational effect and that efforts and investments to improve content quality are needed to enhance the effectiveness of VR experience education. And the contents derived from the interview will be helpful in the operation of an effective fire safety experience center.

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.

360 VR-based Sokcho Introduction Video Production (360 VR기반 속초 소개 영상 제작)

  • Lee, Jun-yeong;Im, So-Yeon;Park, Cheol-woo;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.493-495
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    • 2022
  • This video is based on the newly emerged next-generation Media 360 VR. With the development of technology, digital content has developed and the opening of the COVID-19 pandemic untact era, people have found content that they can enjoy without going directly. 360 VR is a next-generation media that allows users to enjoy content in a three-dimensional manner as if they went to the site without having to go to the site. Using this, we would like to study the effective creation of local promotional videos.

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Development of Gas Plant Safety Training Content using VR-based Dynamic Visualization Components (가상현실 기반 동적 가시화 컴포넌트를 이용한 가스 플랜트 안전훈련 콘텐츠 개발)

  • Lee, Gyungchang;Yu, Chulhee;Chung, Kyo-il;Youn, Cheong
    • Journal of the Korean Institute of Gas
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    • v.21 no.5
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    • pp.89-94
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    • 2017
  • The VR(Virtuality Reality) technology provides very close experience to reality by stimulating humans' external recognition with artificial technologies. In order to overcome the limitation of real-environment training, VR is being applied in industry field as a key technology to prevent safety accident and its control procedure training. However, it is difficult to build VR-based training system because 3D modeling and software coding are necessary for materialization of VR environment demands of many development resource. In this research referring to VR based training content implementation, a method to utilizing VRDC(VR-based Dynamic visualization Component) is suggested and by applying it to plant safety training system, it was confirmed its practicality.