• Title/Summary/Keyword: VR social platform

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Overview of VR Media Technology and Methods to Reduce Cybersickness (가상현실 미디어 기술동향과 VR 멀미저감 방안)

  • Mun, Sungchul;Whang, Mincheol;Park, Sangin;Lee, Dong Won;Kim, Hong-Ik
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.800-812
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    • 2018
  • In this study, we reviewed recent trends for enhancing human cognitive accessibility to social VR platform. We also proposed a practical method to predict VR sickness and improve the cognitive accessibility. In doing so, we investigated subtle changes in human body sway unconsciously made before, during, and after being exposed to extreme VR experience. The scientific assumption that VR sickness would be correlated with the subtle changes in body sway was validated. We found that participants who showed sensitive changes in the body sway before VR experience, felt more severe VR sickness than others. The findings can be practically applied in predicting susceptibility to VR sickness prior to VR experiences.

Development of Digital Contents for ADHD Treatment Specialized for VR-based Children

  • Dae-Won Park;Chun-Ok Jang
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.302-309
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    • 2023
  • This study aimed to develop a VR-based digital therapeutic intervention for the diagnosis and treatment of ADHD. The research combined medical data with virtual reality technology to develop an algorithm for ADHD diagnostic scales and implemented a VR-based digital therapeutic platform using a head-mounted display (HMD). This platform can be used for the diagnosis and treatment of ADHD in children and adolescents. Additionally, we four VR games were developed, including archery timing, Antarctic exploration, grocery shopping, and rhythm-based drumming(RBD), incorporating various psychiatric treatment techniques based on cognitive-behavioral therapy(CBT). To evaluate the usability of this digital therapeutic intervention, a group of experts specialized in counseling psychology participated in the study. The evaluations received highly positive feedback regarding the ability to access the system menu while wearing the HMD, the consistency of terminology used in menus and icons, the usage of actual size for 3D graphic elements, and the support for shortcut key functionality. The assessments also indicated that the games could improve attention, working memory, and impulse control, suggesting potential therapeutic effects for ADHD. This intervention could provide a daily treatment method for families experiencing financial constraints that limit hospital-based therapies, thereby reducing the burden.

VR-simulated Sailor Training Platform for Emergency (긴급상황에 대한 가상현실 선원 훈련 플랫폼)

  • Park, Chur-Woong;Jung, Jinki;Yang, Hyun-Seung
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2015.10a
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    • pp.175-178
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    • 2015
  • This paper presents a VR-simulated sailor training platform for emergency in order to prevent a human error that causes 60~80% of domestic/ abroad marine accidents. Through virtual reality technology, the proposed platform provides an interaction method for proficiency of procedures in emergency, and a crowd control method for controlling crowd agents in a virtual ship environment. The interaction method uses speech recognition and gesture recognition to enhance the immersiveness and efficiency of the training. The crowd control method provides natural simulations of crowd agents by applying a behavior model that reflects the social behavior model of human. To examine the efficiency of the proposed platform, a prototype whose virtual training scenario describes the outbreak of fire in a ship was implemented as a standalone system.

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Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Digital Transformation and Introduction of NFT in the Art Market (미술시장의 디지털 전환과 NFT 도입)

  • ROH, Tae Hyup
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.261-269
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    • 2022
  • The advent of the pandemic era due to COVID-19 is causing new changes in all areas of individuals, organizations, society and the country. The art market also faced a crisis due to restrictions on individual movement between regions and countries and social distancing, and even the contents of the work, the way the work is traded, and the propensity and characteristics of the buyer are changing. These demands for change in the art market are accelerating new opportunities for change by converting digital, expanding the online art market, expanding virtual space using VR(Virtual Reality) and AR(Augmented Reality) technology, and expanding the trading area of digital works NFT based on blockchain technology. In this study, the flow of change in the art market brought about by the Pandemic era is analyzed from the perspective of digital transformation. The contents of digital acceptance of the art market are identified through a summary of various types of digital transformation in the art market and a survey of perceptions following the introduction of digital transformation and NFT. Discuss major legal, economic, social, and transactional issues and countermeasures following the introduction of NFT based on blockchain technology in the art market.

Inclusive educational effectiveness through Metaverse for the disabled students and policy suggestions (장애학생 메타버스 교육의 포용적 공공소통적 효과성과 정책적 제언)

  • Jinsoon Song
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.175-201
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    • 2023
  • In the midst of going through a non-face-to-face society, most of human activities narrowed down to the platform, restrictions on external activities are bringing the internal scalability of digital technology. Metaverse is virtually shifting reality and increasing the possibility of utilization in various areas. However, researches linked to the educational effects of metaverse, especially students with disabilities, are still an unknown area that lacks exploration. This paper focuses on the fact that metaverse-education is widening educational fields that meets the various needs of disabled students to realize social good and inclusive education, and communication effects such as resolving barriers to interaction are prominent. As a research method, examining literature research papers linked to AR/VR, metaverse with communication skills, interviews, articles, and columns by experts, and policy suggestions and implications for the special education was conducted. Although the limitations of research are confirmed, significant results are found on inclusive education, which provides educational maximizing effects and realizing human rights through direct immersive experience reflecting the Cone of Experience Theory. Hopefully follow-up studies on meta-edu for disabled students will be carried out in the future, and various interdisciplinary discussions are needed to carefully observe inclusive policies and benefits so that the socially vulnerable are not excluded from technologies in ICT society.

A Study on the Information Strategy Planing for the Construction of the Online Information System for the Transaction of Art (미술품 거래정보 온라인 제공시스템 구축을 위한 정보전략계획)

  • Seo, Byeong-Min
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.61-70
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    • 2019
  • The The government has recently announced its mid- to long-term plans for promoting art. With the advent of the 4th industrial revolution, contemporary art contents that are integrated with Intelligent Information Technologies such as Artificial Intelligence (AI), Virtual Reality (VR), and Big Data are being introduced, and social interest in humanities and creative convergence is rising. In addition, the industrialization of the art market is expanding amid the rising popularity of art among the general public and the growing interest of art as an investment replacement system, along with the strengthening of the creative personality education of our Education Ministry. Therefore, it is necessary to establish a strategy for transparency and revitalization of the art market by providing comprehensive information such as search functions, analysis data, and criticism by writer and price. This paper has established an information system plan for the establishment of an online supply system for art transaction information, providing auction transaction information for art market, providing report and news for art market, providing public relations platform, and providing art market analysis service and membership relationship management service. To this end, the future model was established through environmental analysis and focus analysis of the art market, and strategic tasks and implementation plans were established accordingly.

A Plan for Activating Elderly Sports to Promote Health in the COVID-19 Era (코로나19 시대 건강증진을 위한 노인체육 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.141-160
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    • 2020
  • The purpose of this study was to devise a specific plan for activating sports to promote health in old age against the prolonged COVID-19 pandemic. Through literature review, it also analyzed the association between health status and COVID-19 in old age, suggested health promotion policies and projects for elderly people, and presented a plan for activating sport to promote health in old age against COVID-19 era. First, it is necessary to revise the relevant laws, including the Sport Promotion Act and the Elderly Welfare Act, partially or entirely, make developmental and convergent legislations for elderly health and sports, and establish an institutional device as needed. Second, it is necessary to build an integrated digital platform for the elderly and make a supporting system that links facilities, programs, information, and job creation as part of a New Deal program in the field of sports on the basis of the Korean New Deal. Third, it is necessary to train elderly welfare professionals. Efforts should be made to establish more departments related to elderly sports in universities and make it compulsory to place elderly sports instructors at elderly leisure and welfare facilities. Fourth, it is necessary to develop contents related to health in old age. This means performing diverse movements by manipulating them through a virtual reality (VR) simulation. Fifth, it is necessary to make a greater investment in research and development related to elderly sports and relevant fields. This means the need to conduct constant research on healthy and active aging in a systematic and practical way through multidisciplinary cooperation. Sixth, it is necessary to establish and operate an elderly management agency (elderly health agency) under the influence of the Office of the Prime Minister. This means the need to secure independence in implementing the functions related to health promotion in old age and make comprehensive operation, which involves all the issues of health promotion in old age, daily function maintenance and rehabilitation, social adjustment, and long-term care, by establishing an elderly management agency in an effort to give lifelong health management to the elderly and cope with the untact, New Normal age.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.