• Title/Summary/Keyword: Virtual Reality Games

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Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Spatial Analysis of Mobile Augmented Reality Games (모바일 증강현실 게임의 공간 분석)

  • Kim, Hyo-Joung;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.5-14
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    • 2019
  • This essay analyzes space in augmented reality games, and attempts to offer space analytic standards of mobile augmented reality games in regards to space in existing games. This article proposes categorizing criteria based on the following factors: Analysis of space in existing games, Jason Jerald's Three Virtual Space Horizon Categories, interaction between virtual world and real world, and Lavroff's Three deciding factors of reality perception in virtual reality. It is meaningful that the analysis criteria of the Augmented Reality game space is presented through this analysis.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

Utilization Exercise Rehabilitation Using Metaverse (VR·AR·MR·XR) (메타버스(가상·증강·혼합·확장현실)를 이용한 운동재활의 활용 방안)

  • Yang, Jeong Ok;Lee, Jook Sook
    • Korean Journal of Applied Biomechanics
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    • v.31 no.4
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    • pp.249-258
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    • 2021
  • Objective: The aim of this study was to analyze domestic and foreign studies using virtual reality or metaverse for exercise rehabilitation in order to help the disabled or elderly patients with exercise rehabilitation, and suggest a method for using metaverse for exercise rehabilitation. Method: In this study, after analyzing and discussing various information related to the metaverse and exercise rehabilitation through electronic search of recently published papers, academic journals, books, and internet websites, the exercise rehabilitation plan using the metaverse was proposed. Results: In the case of domestic research, the diversity of virtual reality application technology for the rehabilitation of disabled and elderly patients was not secured, but recently, virtual reality or metaverse-related technologies were developed and specialized in a form suitable for exercise rehabilitation. In the case of overseas studies, it was analyzed that exercise rehabilitation using virtual reality and metaverse games for the rehabilitation of disabled and elderly patients can help improve brain, physical ability, and anti-aging by activating the body and mind. Conclusion: Smart metaverse health care is actively introduced to exercise rehabilitation, metaverse telemedicine business is applied to exercise rehabilitation programs, and digital twin games and exercise rehabilitation programs developed by metaverse related companies take into account the characteristics of disabled and elderly patients. If customized smart metaverse healthcare is used for exercise rehabilitation, it is analyzed that it can lead this field.