• Title/Summary/Keyword: Virtual Reference

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Smartphone Swapping Policy that Considers the Characteristics of Applications and Memory Situations (앱의 특성과 메모리 상황을 고려하는 스마트폰 스와핑 정책)

  • Hyokyung Bahn;Jisun Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.13-18
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    • 2023
  • As the number of mobile applications increases rapidly, the overhead of swapping in smartphone memory systems keeps increasing. Unlike desktop or server systems, the basic setting of smartphones does not support swapping, so applications are killed when available memory is exhausted. This is because swapping in smartphones incurs excessive storage I/O overhead. In this article, we propose a swapping policy for smartphones, which significantly reduces storage I/Os. The proposed policy categorizes mobile applications based on their functional characteristics, and controls the number of applications to be swapped based on application priorities and memory situations. Measurement experiments with Android reference devices show that the proposed swapping policy dramatically reduces the overhead of swapping in various mobile applications.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Accuracy Evaluation of DGPS Service via Terrestrial Digital Multimedia Broadcasting (지상파 DMB 기반 DGPS 서비스 측위 정확도 평가)

  • Kim, Hye-In;Kim, Ji-Hye;Kim, Koon-Tack;Park, Kwan-Dong;Kim, Du-Sik
    • Journal of Navigation and Port Research
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    • v.36 no.6
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    • pp.437-442
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    • 2012
  • As of 2012, for service-area-widening and commercialization of DGPS service, the Ministry of Land, Transport and Maritime Affairs has completed a DGPS service via Terrestrial Digital Multimedia Broadcasting and doing experimental broadcasting. In this study, kinematic positioning tests were conducted based on DGPS service via T-DMB using low-cost GPS equipments in a dynamic environment. Standalone GPS, single-reference NDGPS via NTRIP, and virtual-reference DGPS via T-DMB surveys were conducted at the same time. And horizontal positioning errors were computed by comparing them with the result of high-precision positioning. As a result, when the DMB transmission interval was 3 seconds, horizontal positioning errors of standalone GPS, NTRIP-DGPS, and DMB-DGPS were 2.3m, 1.0m, and 0.7m, respectively. When the interval was 1 second, horizontal positioning errors were 2.0m, 1.2m, and 0.8m, respectively. Thus horizontal positioning accuracies improved with the DMB-DGPS compared to the traditional single-reference NDGPS.

MCNPX Simulation of Scattered Neutron Distribution in Experimental Room for the Neutron Reference Field of Monoenergetic Neutron below 2.5 MeV (2.5 MeV 이하 단색 중성자 표준장에 대한 중성자 실험실내의 산란 중성자 분포 전산모사)

  • Park, Jung-Hun;Kim, Gi-Dong
    • Journal of Radiation Protection and Research
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    • v.36 no.2
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    • pp.59-63
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    • 2011
  • It is important to reduce indirect scattered neutron beside direct neutron of chosen energy for designing a neutron-reference-field laboratory with neutron produced from a nuclear reaction by a accelerator. Therefore MCNPX simulation was performed with various conditions for obtaining such condition. At first in the original laboratory condition we calculated the direct neutron flux which was inserted in chamber (virtual chamber composed of air) of 0 degree (proton moving direction) for neutron flux measurement and the scattered neutron flux which is inserted in the chamber after scattering wall or bottom. In the result, the scattered neutron which was inserted after scattering bottom is more than that which was inserted after scattering the others. Therefore MCNPX simulation was again performed with removing the concrete bottom and with removing the concrete bottom and digging 1 m in the ground. In the result of removing concrete bottom and digging 1 m in the ground, scattered neutron which was inserted after scattering bottom became less than that which was inserted after scattering the others.

Video Compression using Characteristics of Wavelet Coefficients (웨이브렛 계수의 특성을 이용한 비디오 영상 압축)

  • 문종현;방만원
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.45-54
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    • 2002
  • This paper proposes a video compression algorithm using characteristics of wavelet coefficients. The proposed algorithm can provide lowed bit rate and faster running time while guaranteeing the reconstructed image qualify by the human virtual system. In this approach, each video sequence is decomposed into a pyramid structure of subimages with various resolution to use multiresolution capability of discrete wavelet transform. Then similarities between two neighboring frames are obtained from a low-frequency subband which Includes an important information of an image and motion informations are extracted from the similarity criteria. Four legion selection filters are designed according to the similarity criteria and compression processes are carried out by encoding the coefficients In preservation legions and replacement regions of high-frequency subbands. Region selection filters classify the high-frequency subbands Into preservation regions and replacement regions based on the similarity criteria and the coefficients In replacement regions are replaced by that of a reference frame or reduced to zero according to block-based similarities between a reference frame and successive frames. Encoding is carried out by quantizing and arithmetic encoding the wavelet coefficients in preservation regions and replacement regions separately. A reference frame is updated at the bottom point If the curve of similarity rates looks like concave pattern. Simulation results show that the proposed algorithm provides high compression ratio with proper Image quality. It also outperforms the previous Milton's algorithm in an Image quality, compression ratio and running time, leading to compression ratio less than 0.2bpp. PSNR of 32 dB and running tome of 10ms for a standard video image of size 352${\times}$240 pixels.

Multi-channel Transimpedance Amplifier Arrays in Short-Range LADAR Systems for Unmanned Vehicles (무인차량용 단거리 라이다 시스템을 위한 멀티채널 트랜스임피던스 증폭기 어레이)

  • Jang, Young Min;Kim, Seung Hoon;Cho, Sang Bock;Park, Sung Min
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.40-48
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    • 2013
  • This paper presents multi-channel transimpedance amplifier(TIA) arrays in short-range LADAR systems for unmanned vehicles, by using a 0.18um CMOS technology. Two $4{\times}4$ channel TIA arrays including a voltage-mode INV-TIA and a current-mode CG-TIA are introduced. First, the INV-TIA consists of a inverter stage with a feedback resistor and a CML output buffer with virtual ground so as to achieve low noise, low power, easy current control for gain and impedance. Second, the CG-TIA utilizes a bias from on-chip bandgap reference and exploits a source-follower for high-frequency peaking, yielding 1.26 times smaller chip area per channel than INV-TIA. Post-layout simulations demonstrate that the INV-TIA achieves 57.5-dB${\Omega}$ transimpedance gain, 340-MHz bandwidth, 3.7-pA/sqrt(Hz) average noise current spectral density, and 2.84mW power dissipation, whereas the CG-TIA obtains 54.5-dB${\Omega}$ transimpedance gain, 360-MHz bandwidth, 9.17-pA/sqrt(Hz) average noise current spectral density, and 4.24mW power dissipation. Yet, the pulse simulations reveal that the CG-TIA array shows better output pulses in the range of 200-500-Mb/s operations.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.