• Title/Summary/Keyword: Virtual Reality Industry

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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.

A case Study of 3D Model Application for Combining Nuclear Power Industry with Virtual Reality Technology (원전 산업과 가상현실기술 접목을 위한 3D 모델 원전 적용사례 연구)

  • Lim, Byung-Ki
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2019.05a
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    • pp.224-225
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    • 2019
  • Virtual reality technology can be defined as human-computer interface that makes virtual place of specific environments or situation is an interactive computer-generated experience taking place within a simulated environment. In order to combine virtual reality technology of domestic nuclear power industry, the R&D Project has been developing a virtual/augment reality system for nuclear power plant from April 2018 to March 2021. To effectively apply virtual reality technology of domestic nuclear industry, it is necessary to build virtual space similar to real environment. Therefore, This study is analysed 3d model status for nuclear power plant during the life-cycle, and suggested a method to build 3D cad model close to real environment.

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Virtual Reality Industry Analysis and How to Activate (가상현실 산업 분석 및 활성화 방안에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.4
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    • pp.656-663
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    • 2018
  • As the virtual reality technology, which has been attracting attention recently in the era of the fourth industrial revolution, is spreading and spreading throughout the society, expectation about virtual reality is gradually increasing. The major big companies such as Samsung and LG in Korea are concentrating on R &D and early ecosystem composition of virtual reality field as well as large global corporations such as Google and Facebook. But in Korea, the environment is not well equipped to compete with the global market and although there are many SMEs and start-up companies related to virtual reality, there are few successful companies. In this study, we analyze the domestic and foreign virtual reality market and industry and present ways of activation on virtual reality industry. We analysis by PEST analysis, SWAT and competitive structure analysis.Based on the analyzed results, ways to revitalize the virtual reality industry are suggested in this paper.

VR User Interface using Multipurpose Visual Language System (다목적시각언어를 이용한 가상현실 사용자 인터페이스)

  • Kim, Youngjong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.2
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.

Virtual Reality Content-Based Training for Spray Painting Tasks in the Shipbuilding Industry

  • Lee, Gun-A.;Yang, Ung-Yeon;Son, Wook-Ho;Kim, Yong-Wan;Jo, Dong-Sik;Kim, Ki-Hong;Choi, Jin-Sung
    • ETRI Journal
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    • v.32 no.5
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    • pp.695-703
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    • 2010
  • Training is one of the representative application fields of virtual reality technology where users can have virtual experience in a training task and working environment. Widely used in the medical and military fields, virtual-reality-based training systems are also useful in industrial fields, such as the aerospace industry, since they show superiority over real training environments in terms of accessibility, safety, and cost. The shipbuilding industry is known as a labor-intensive industry that demands a lot of skilled workers. In particular, painting jobs in the shipbuilding industry require a continuous supplement of human resources since many workers leave due to the poor working environment. In this paper, the authors present a virtual-reality-based training system for spray painting tasks in the shipbuilding industry. The design issues and implementation details of the training system are described, and also its advantages and shortcomings are discussed based on use cases in actual work fields.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Air Certificcation Proposal of Augmented Reality and Virtual Reality Technology (증강현실 및 가상현실 기술의 항공 인증 제안)

  • Choi, Jeong-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.285-289
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    • 2021
  • This paper identifies the development trend of aviation software certification regulation and introduces the certification regulation optimized for aviation for the application of augmented reality and virtual reality software to aviation maintenance industry. This regulation is expected to provide stability and reliability of augmented reality and virtual reality software applied to aviation maintenance industry by applying strict certification regulations to augmented reality and virtual reality software applied to aviation maintenance industry.We would like to present certification regulations that take into account problems that are difficult to define previously used DO-178B, and DO-178C.

Development of an evaluation tool model for the effective measurement of cyber motion sickness in immersive virtual reality

  • Kim Seung Uk
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.345-352
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    • 2024
  • We are designed to solve cyber motion sickness, an important task that must be addressed for the growth of the virtual reality content industry. Not only the industry but also academia are paying a lot of attention. However, despite long interest and research on the phenomenon of cyber motion sickness, a solution has not been drawn. This is deeply related to the lack of tools that can effectively measure cyber motion sickness. Therefore, in this paper, prior studies on cyber motion sickness were analyzed to develop a tool that can effectively measure cyber motion sickness when users experience immersive virtual reality. The measurement method of cyber motion sickness used in previous studies, each characteristic and limitation, and common factors related to cyber motion sickness were analyzed. Each of the related factors was derived as sub-factors. Based on the analyzed contents, an effective cyber motion sickness measurement evaluation tool model in immersive virtual reality was presented. It is expected that the evaluation tool model can be used for the study of cyber motion sickness.

A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music (웹 기반의 가상현실 3D 국악 박물관 제작)

  • Choi, Ji Ae;Shim, Jae Sun;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.65-68
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    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.04a
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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