• Title/Summary/Keyword: Virtual Reality content

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The Movie 's Symbol, Imagination, Real Image and Meaning (영화<장화, 홍련>의 상징, 가상, 실재 이미지와 의미)

Preliminary Study on the Simulation for Urban Railway Facility Performance Assessment (도시철도시설 성능평가 시뮬레이션 구현을 위한 기초 연구)

  • Kang, Goune;Jung, Insu;Kim, Jung-yeol;Seo, MyoungBae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.190-198
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    • 2020
  • For domestic urban railways, which have a 19.7% aging rate, a performance evaluation is necessary to establish capital improvement investment plans. The performance evaluation, which was recently enacted in the relevant law, points out the excessive time and effort for acquiring data and evaluation. This study developed a performance evaluation simulation prototype using a virtual reality (VR) method to use as training contents for railway performance evaluations. The practical use of the VR technique to reduce the working time under poor environment conditions was confirmed through a literature review. A survey and consultation were conducted for urban railway experts to determine the weight of the performance evaluation items and the facility breakdown structure. This information was utilized to develop performance evaluation sheets for simulation. Based on the evaluation sheet, a training content prototype that evaluates the performance of platform safety doors was developed using VR techniques with HTC VIVE equipment. VR simulation tests were conducted for six players, and the prototype was sufficiently advantageous for a visual confirmation of the facility information. The result is expected to be useful for engineers to understand the performance evaluation process efficiently before an actual performance evaluation of urban railway facilities.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Model Design and Applicability Analysis of Interactive Electronic Technical Manual for Planning Stage of Construction Projects (건설공사 기획단계 전자매뉴얼의 적용 모형 구성 및 효과 분석)

  • Kwak, Joong-Min;Kang, Leen-Seok
    • Land and Housing Review
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    • v.12 no.2
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    • pp.121-139
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    • 2021
  • Technical documents in the construction field are changing from paper documents to electronic ones. As a result, the industry witnesses a trend of using portable electronic devices in searching or retrieving necessary information such as relevant regulations. Despite the improvement in the accessibility to general technical documents, a limitation is still found in accessing the electronic documents on the regulations. We see the barrier for field engineers to enhance their technical knowledge. One of major barriers is that videos, animations, and virtual reality information to enhance the visual understanding of technical content related to regulations are not linked. It is the interactive electronic technical manual (IETM) that can address such issues. The IETM is an electronic document system that enables real-time information acquisition while operating in the form of conversations with users by linking multimedia functions to document types such as specifications and guidelines. This study establishes a model of the IETM that can be operated in the planning stage of a construction project. The study also verifies its usability with a hypothetical case study. This study aims to improve the usability of the IETM in the construction project by analyzing the application effect of the IETM using the AHP technique.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

Acceleration of Viewport Extraction for Multi-Object Tracking Results in 360-degree Video (360도 영상에서 다중 객체 추적 결과에 대한 뷰포트 추출 가속화)

  • Heesu Park;Seok Ho Baek;Seokwon Lee;Myeong-jin Lee
    • Journal of Advanced Navigation Technology
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    • v.27 no.3
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    • pp.306-313
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    • 2023
  • Realistic and graphics-based virtual reality content is based on 360-degree videos, and viewport extraction through the viewer's intention or automatic recommendation function is essential. This paper designs a viewport extraction system based on multiple object tracking in 360-degree videos and proposes a parallel computing structure necessary for multiple viewport extraction. The viewport extraction process in 360-degree videos is parallelized by composing pixel-wise threads, through 3D spherical surface coordinate transformation from ERP coordinates and 2D coordinate transformation of 3D spherical surface coordinates within the viewport. The proposed structure evaluated the computation time for up to 30 viewport extraction processes in aerial 360-degree video sequences and confirmed up to 5240 times acceleration compared to the CPU-based computation time proportional to the number of viewports. When using high-speed I/O or memory buffers that can reduce ERP frame I/O time, viewport extraction time can be further accelerated by 7.82 times. The proposed parallelized viewport extraction structure can be applied to simultaneous multi-access services for 360-degree videos or virtual reality contents and video summarization services for individual users.

A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1027-1032
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    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Consumer Study on the Acceptance of VR Headsets based on the Extended TAM (확장된 기술수용모델을 활용한 VR기기 수용관련 소비자 연구)

  • Chen, Qian Qian;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.117-126
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    • 2018
  • This study investigated the antecedents of VR(virtual reality) headsets acceptance and the causal relationships among self-efficacy, content diversity, the perceived usefulness, the perceived easy of use, the perceived playfulness and the adoption intention. We collected 238 survey responses and formed structural equation modeling with AMOS 23.0. The results of the analysis can be summarized as follows. The diversity of contents and self-efficacy had significant effects on perceived usefulness, perceived ease of use and perceived enjoyment, thus increasing the intention of acceptance. Perceived usefulness, perceived ease of use and perceived enjoyment had significant effects on the intention of acceptance. Perceived ease of use indirectly had an effect through increasing perceived enjoyment. The price did not affect the adoption intention and marketing communication increased the intention of acceptance. The results are expected to provide useful information to the companies related to VR.

A Study on the Heterogeneity in Multi-player VR Games : focused on (멀티플레이어 가상현실 게임에 나타난 비균질성 연구 : <더 플레이룸 VR>을 중심으로)

  • Park, Eun-Kyung;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.151-162
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    • 2016
  • The purpose of this paper is to identify the significance of heterogeneity in multi-player VR games. Heterogeneity is a concept of multi-player mode that a game uses the immersive VR and non-immersive system at the same time. As immersive VR device has become more commercial, multi-player VR games try to use heterogeneity strategically. is the best example to explain a new phenomenon, so this paper analyses by using a revised and reinforced MDA framework. As a result, we can find heterogeneity concept not only in the separation of player's interface, but also in the division of play patterns and experiences within a game itself.