• Title/Summary/Keyword: Virtual presence

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Comparison of experience recognition in 360° virtual reality videos and common videos (360° 가상현실 동영상과 일반 동영상 교육 콘텐츠의 경험인식 비교 분석)

  • Jung, Eun-Kyung;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
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    • v.23 no.3
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    • pp.145-154
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    • 2019
  • Purpose: This study simulates cardiac arrest situations in 360° virtual reality video clips and general video clips, and compares the correlations between educational media and experience recognition. Methods: Experimental research was carried out on a random control group (n=32) and experimental group (n=32) on March 20, 2019. Results: The groups where participants were trained with the 360° virtual reality video clips and a higher score of experience recognition (p=.047) than the group where participants were trained with the general video clips. Moreover, the subfactors of experience recognition including the sense of presence and vividness (p=.05), immersion (p<.05). experience (p<.01), fantasy factor (p<.05). and content satisfaction (p<.05) were positively correlated. Conclusion: Enhancing vividness and the sense of presence when developing virtual reality videos recorded with a 360° camera is thought to enable experience recognition without any direct interaction.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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The Impact of Presence Experience on Resolution of Virtual Reality Device (가상현실 디바이스의 해상도가 수용자 프레즌스 경험에 미치는 영향)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.393-401
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    • 2019
  • In this study, based on the general reasoning that the higher the resolution of the HMD, the greater the presence and immersion of the audience and the greater the presence experience, the difference in the presence experience according to the resolution of the virtual reality device is verified empirically Presence effect. To do this, 300 college students were included in the population, and VR simulations of the Oculus store were conducted using HMD and mobile devices with different resolutions (HD, FHD, WQHD) as stimuli. As a result, there was a significant difference in the presence experience of the audience according to the resolution of the mobile device attached to the virtual reality HMD, and the presence effect had a significant influence on the awakening. On the other hand, no significant influence was found in the effect of emotion. Therefore, we can prove a general reasoning hypothesis that the higher the resolution of the virtual reality device, the greater the presence experience of the audience. However, since the confounding effect and the impression are contradictory in the presence effect side, additional experiments research is required.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students (가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과)

  • Kim, Minkyeong;Song, Young A;Son, Dong Min
    • Journal of East-West Nursing Research
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    • v.29 no.2
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

Presence evaluation of virtual refrigerator doors in opening and closing (가상환경에서의 냉장고 도어 개폐의 현실감 평가)

  • 박재희;이인석;김진욱;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.90-93
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    • 2003
  • This study aims to validate the effectiveness of VE system with an arm-master in the evaluation of virtual prototype. A virtual kitchen with a refrigerator was presented in a CAVE system. Subjects put in and pull out virtual objects by using the arm-master. Twelve subjects participated in six experimental conditions: three types of refrigerator door grips and two reaction forces. After each trial, subjects evaluated a virtual refrigerator in terms of easiness of operation, similarity in force, presence etc. The results show the subjects preferred vertical grip than horizontal grip and light reaction force than heavy one. The VE system with the arm-master will be very helpful in the design evaluation of virtual prototypes.

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Effects on the Virtual Human Guide of Remote Sites (원격지 공간 가상 휴먼 가이드 영향 분석)

  • Chung, Jin-Ho;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.