• Title/Summary/Keyword: Virtual Reality Games

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Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

A Study on Mobile Virtual Training System using Augmented Reality (증강현실 기술을 활용한 모바일 가상훈련 시스템의 연구)

  • Kim, Yu-Doo;Lee, Seon-Ung;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1047-1052
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    • 2011
  • Various services are created using mobile networks after mobile devices such as smart phones and tablet PCs are propagated rapidly. However, the contents of smart devices are not enough diversity because they depend on games and messaging services primarily. In this paper, we described the study have progressed based on mobile devices and networks using augmented reality technologies about virtual education system.

Support of Haptic Interface for 3D Computer Games (컴퓨터 게임에서의 햅틱인터페이스 지원)

  • Son, Wook-Ho;Bae, Hee-Jung;Jang, Byung-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2305-2308
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    • 2002
  • 최근, 컴퓨터게임은 기존의 2 차원 RPG게임 형태로부터, 보다 사실감을 전달할 수 있는 3 차원 RPG나 시뮬레이션 형태의 게임으로 전환되고 있는 추세이다. 특히, 최근에는 사용자에게 몰입감 및 실재감을 향상시키기 위하여 체감효과를 사용하는 게임에 대한 관심이 고조되고 있다. 그 동안 가상현실 속에서의 촉각 인식을 위한 햅틱인터페이스에 대한 연구가 국.내외 학계를 중심으로 많이 진행되여 왔으며, 최근에는 이러한 기술을 엔터테인먼트 분야에 접목 시키려는 시도가 이루어지고 있다. 특히, 체감효과를 실현하기 위한 하나의 기술인 햅틱인터페이스가 컴퓨터 게임에서 시도되고 있으며, PC게임 분야에서는 어느 정도의 표준화가 이루진 상태이다. 본 고에서는, 현재 진행 중인 "3차원 컴퓨터 게임에서의 햅틱인테페이스" 에 대한 연구과제의 개론적 도입을 통하여, 촉감을 3차원 컴퓨터 게임에서 실현할 수 있는 기술적 방법을 서술하고자 한다.

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A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

Game and evolution of human identity - focused on MMORPG (게임과 인간 정체성의 진화 - MMORPG를 중심으로)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.89-98
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    • 2020
  • Computer simulations based on technical imagination break down invisible walls placed between the virtual and reality and causes users to face situations mixed with reality and the virtual. The development of technology embraces evolves human identity. This can serve as an opportunity that increases the value and utilization levels of games and this can be seen as an opportunity to discuss the evolution of games. In this study focused on MMORPG, discussions are made of the diverse values of online games along with the evolution of human identity that is achieved within them.

A Study on Efficient VR Room Escape Game Production (효율적인 VR방탈출 게임 제작에 관한 연구)

  • Lee, Yun-ho;Sheo, Dong-hee;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.579-580
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    • 2022
  • As virtual reality drew attention, VR room escape games were based on the most popular and successful VR content. This study was based on the survey results of citizens who experienced actual VR room escape and field-type room escape. It clarifies the parts that can be implemented and the parts that have technical limitations. And the factors that can increase the immersion of VR room escape games are analyzed. It is hoped that the significance of the research can contribute to the production of more advanced VR escape games and further VR contents.

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Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

NPC Modeling of Plants for Farm Simulation Game (농장 시뮬레이션을 위한 농작물 NPC 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.939-948
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    • 2020
  • There are many studies to incorporate virtual reality technology into agricultural education. Interest in virtual reality is increasing not only for direct education such as agricultural machinery education but also for indirect education using games. A key technology in virtual reality is to model objects to feel as real as they are. Plants grown on a farm are equally affected by the environment of the farm. Plants also have their independent characteristics. In this paper, we propose a method to model plants in three dimensions in NPC form by reflecting these characteristics. The proposed method implements how individual plants reflect common weather and farm characteristics, and their unique characteristics. Implementation results show that the proposed method is simple but expresses the plants very realistically.