• Title/Summary/Keyword: VR1

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The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.

Audience Interaction for Virtual Reality Theater (VR 극장을 위한 관객인터랙션)

  • 안상철;김익재;김형곤
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.50-58
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    • 2003
  • Recently we have built a VR(Virtual Reality) theater in Kyongju, Korea, which combines the advantages of VR and IMAX theater. The VR theater provides a virtual environment for several hundreds of people at the same time. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case, multi-user interaction is different from that of networked VR systems and must be reconsidered. This paper defines the multi-user interaction in such a VR theater as Audience Interaction, and discusses key issues for the implementation of the Audience Interaction. This paper also presents a real implementation example in the Kyongju VR theater.

An Evaluation of the Virtual Refraction Education (가상 굴절검사 교육에 대한 평가)

  • Yu, Dong-Sik;Son, Jeong-Sik;Chu, Byoung-Sun
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.2
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    • pp.43-50
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    • 2008
  • Purpose: The purpose of this study is to evaluate the effect of a VR (Virtual Refractor), which is a simulator for a PR (Practical Refraction), as an educational tool. Methods: Twenty four third year students enrolled in the department of visual optics volunteered for VR education. Each student attended a VR training course and practiced with the VR by themselves. One month later, each student tested three virtual subjects on the VR and one real subject on the PR and were given a performance score for each refraction. And the scores for the virtual and practical refractions were compared. In addition, a self-report questionnaire based on a five point Likert-scale was designed, consisting of domains such as spontaneous participation, contribution for the refraction, confirmity of the VR and PR, and necessity of the VR. Results: The Spearman's correlation coefficient between the testing score of the practical and virtual refractions indicated a significantly correlation (R=0.71, p<0.001). In the questionnaire, the mean score of the domains was 3.67${\pm}$0.96 and it indicated that students expressed that using the VR was beneficial. The correlation value among these domains was a high significant level, 0.91~0.68 (p<0.001). Conclusions: Although the VR required certain improvements in its concentration and systematic approaches for practical situations, it showed a high correlation between the VR and the PR and represented a positive evaluation in the PR.

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A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

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 Effects of Wholeness Program Using Virtual Reality(VR) on Cognitive Function, Depression, and Activities of Daily Living for the Elderly with Demented (VR 활용 홀니스 프로그램이 치매노인의 인지기능과 우울 및 일상생활수행능력에 미치는 효과)

  • Kim, Young-Mee;Hong, Hye-Jeon
    • 한국체육학회지인문사회과학편
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    • v.57 no.2
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    • pp.387-397
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    • 2018
  • This study analyzed the effects of participating in wholeness programs according to virtual reality(VR) viewing status on the cognitive function, depression and activities of daily living of elderly with dementia. The subjects were 8 elderly persons aged 75 years or older who were diagnosed with dementia by a neurologist who were divided into an experimental group of 4 subjects that participated in a wholeness program after 15 minutes of VR viewing and a control group of 4 subjects that participated in a wholeness program without viewing VR. Data were collected through pre and post test, and analyzed in the wholeness program conducted at K1 and K2 Senior Welfare Centers in Seoul from March 6 to April 14, 2017, twice every week for 60 minutes. As a result, there was no effect on cognitive function and activities of daily living, but there was a significant difference in depression, and it was confirmed that wholeness program activity after VR watching decreased depression of elderly with dementia.

The VR1-Positive Primary Afferent-Mediated Expression of pERK in the Lumbosacral Neurons in Response to Mechanical and Chemical Stimulation of the Urinary Bladder in Rats

  • Yoo, Chan-Jong;Hwang, Se-Jin
    • Journal of Korean Neurosurgical Society
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    • v.42 no.6
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    • pp.462-469
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    • 2007
  • Objective : This study characterized the neurons in the lumbosacral cord that express phospho ERK (pERK) after distension or irritation of the bladder, and their relation to the vanilloid receptor 1 (VR1) positive primary afferents. Methods : Mechanical distension and chemical irritation of the bladder were induced by intravesical injection of the saline and mustard oil, respectively. Spinal neurons expressing pERK and the primary afferent fibers were characterized using multiple immunofluorescence for neurokinin 1 (NK1), neuronal nitric oxide synthetase (nNOS) and VR1. Results : Neurons in lamina I, medial dorsal horn (MDH), dorsal gray commissure (DGC) and sacral parasympathetic nucleus (SPN) were immunoreactive for pERK after either mechanical or chemical stimulation. The majority of pERK positive cells were positive for NK1 in lamina I and SPN, but not in the DGC. Most of pERK positive cells are not stained for nNOS except in a small population of the cells in the SPN and DGC. Contacts between perikarya and dendrites of pERK-positive cells and terminals of primary afferents expressing VR1 were identified in lamina I. lateral collateral path (LCP) and SPN. Conclusion : In this study, the lumbosacral neurons activated by mechanical and chemical stimulation of the urinary bladder were identified with expression of the pERK, and also provided the evidence that VR1-positive primary afferents may mediate the activation of these neurons.

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

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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.