• Title/Summary/Keyword: Virtual Reality Games

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Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Behavior and Motor Skill of Children with Intellectual Disabilities Participating Functional Games (지적장애아동의 기능성 게임 참여에 따른 행동변화 및 운동수행능력)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.149-154
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    • 2015
  • The aim of this study is to suggest the change of behavior and motor skill of children with intellectual disabilities participating functional games using virtual reality. For this purpose, 5 children with intellectual disabilities completed a 16-week functional game program twice a week. The result was as following; the application of functional games using virtual reality has positive effect on behavior and motor skill -static coordination, hand motion coordination, normal motion coordination, motor speed, simultaneous spontaneous motion, single motion competency. The application and utilization of functional games using virtual reality systematically of children with intellectual disabilities can bring an improvement on their overall development.

A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.

Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.1-18
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    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Efficacy of kaleidoscope, virtual reality, and video games to alleviate dental anxiety during local anesthesia in children: a randomized clinical trial

  • Karthik Anchala;Voppathotty Tirumala;Kanamarlapudi Venkata Saikiran;Niharika Reddy Elicherla;Shaik Rahul;Sivakumar Nuvvula
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.24 no.3
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    • pp.195-204
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    • 2024
  • Background: Distraction is a technique used to divert a patient's attention from unpleasant procedures. This study aimed to evaluate the effectiveness of kaleidoscopy, virtual reality, and video games in reducing anxiety and pain during invasive dental procedures in children. Methods: Sixty-six children aged 6 to 9 years were randomly assigned to three groups during local anesthesia administration: Group 1 (kaleidoscope), Group 2 (virtual reality), and Group 3 (mobile video games). The anxiety of the children was evaluated using physiological measures (heart rate) at three different time points: before, during, and after the procedure. The Raghavendra, Madhuri, and Sujata pictorial scale was used as a subjective measure before and after the procedure. Subjective measures of pain were assessed using the Wong-Baker Faces Pain Scale. The data were statistically analyzed using the Kruskal-Wallis and Wilcoxon signed-rank tests. Results: In the intergroup comparison, there were no statistically significant differences in the physiological measures of anxiety scores between the three groups before, during, and after distraction. Raghavendra, Madhuri, and Sujata pictorial scale scores were assessed before and after distraction, but no statistically significant differences were observed. Among the three groups, the children in Group 2 showed a significant reduction in pain scores. Conclusion: Compared with kaleidoscopes and video games, virtual reality is a promising distraction technique for reducing dental fear, anxiety, and pain during local anesthesia administration in children.

Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.332-336
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    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.