• Title/Summary/Keyword: VR-Games

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A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

The Impact of Individuals' Motivational System on Attitude toward the Application of Artificial Intelligence in Smart Homes

  • Moon-Yong Kim;Heayon Cho
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.108-116
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    • 2023
  • Smart home and artificial intelligence technologies are developing rapidly, and various smart home systems associated with artificial intelligence (AI) improved the quality of living for people. In the present research, we examine the role of individuals' motivational system in their responses to the application of AI in smart homes. In particular, this research focuses on individuals' prevention motivational system and investigates whether individuals' attitudes toward the application of AI in smart homes differ according to their level of prevention motivation. Specifically, it is hypothesized that individuals with strong (vs. weak) prevention motivation will have more favorable attitudes toward the application of AI in smart homes. Consistent with the hypothesis, the results reveal that the respondents in the strong (vs. weak) prevention motivation reported significantly more favorable attitudes toward the six types of AI-based application in smart homes (e.g., AIbased AR/VR games, AI pet care system, AI robots, etc.). Our findings suggest that individuals' prevention motivational system may be an effective market segmentation tool in facilitating their positive responses to the application of AI in smart homes.

A Study on the Customized Language Learning System Based on Virtual Reality (가상현실 기반 맞춤형 언어학습 시스템에 관한 연구)

  • Kim, Su-Hyeon;Yoo, Sang-Wook;Jung, Yong-Hyeon;Kim, Min-Ho
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.1040-1042
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    • 2021
  • 최근 디지털 교과서를 중심으로 교육 인프라가 전환되었다. 본 연구는 디지털 교과서의 상용화와 맞춤형 교육을 제공하기 위해 가상현실 기반 맞춤형 언어학습 시스템을 제안하였다. VR 에서 말하기, 듣기, 쓰기의 상호작용이 가능한 시스템을 구현하였고 자기주도적 맞춤형 학습이 가능하도록 학습요소를 시각화 하였다. 본 연구에서 제안한 자기주도적 맞춤형 학습이 가능해짐에 따라 코로나-19 로 인해 양극화된 교육 격차의 해소가 가능할 것이다.

A Study on the Quality Assurance of Games based on Realistic Devices (실감형 기기 기반 게임의 품질보증에 관한 연구)

  • Ye-Bin Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.63-66
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    • 2024
  • 최근에 국내외 실감형 콘텐츠 산업의 가파른 성장에 따른 실감콘텐츠산업에 대한 관심이 높아지고 있은 상황에서 VR, AR, XR 시장은 혁신적인 변화를 주도하고 있다. 실감형 기잔의 기기의 게임들은 기존의 게임과는 다른 방식의 품질보증(QA) 접근 방식을 요구한다. 전통적인 2D 게임과 달리 물리적 상호작용과 환경 인식 기능같은 부분이 다르기 때문이다. 본 논문에서는 가상현실, 증강현실, 확장현실 기반의 게임에 대해서 테스트 시 각 기기마다 고려해야 할 사항들에 대한 내용들을 제시하고 해당 사항들에 대해서 효과적인 방안을 제시해본다.

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A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.

A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.

Fish Schooling Behavior Modeler (Fish 군중행동 모델러)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.517-520
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    • 2006
  • Crowd behavioral scenes in virtual underwater world are presented in many entertainments such as films and games. According to the increase of digital films and animations caused by the development of computer graphics, it is easy for us to meet with the cyber characters in those scenes. Characters which appear in computer animation put life into virtual world. The more characters we have in this virtual space, the deeper we are immersed in the space. There were many researches which processed the crowd scene and implemented the crowd behavior system in Korea. They were related to developing VR contents which were available to feel actually in the construction of the virtual environment. But they are far from reaching the step to put to practical use in developing the crowd behavior modeler. Therefore, we suggestion the fish schooling behavior modeler that provides interaction and action behavior in 3D object to present vividly and effectively in underwater world.

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