• Title/Summary/Keyword: Virtual space

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Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

The Interactive Virtual Space with Scent Display for Song-Do Tomorrow-City Experience Complex (향 디스플레이가 가능한 송도 Tomorrow-city 체험관의 상호작용 가상공간)

  • Kim, Jeong-Do;Park, Sung-Dae;Lee, Jung-Hwan;Kim, Jung-Ju;Lee, Sang-Goog
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.585-593
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    • 2010
  • Recently, we designed an interactive virtual space for the multi-purpose hall in Songdo Future City, located in Incheon, Korea. The goal of the design is to make a virtual space that is flexible and can be adjusted thanks to its unfixed seats in order to accommodate different and unspecified audience sizes. Virtual images are interactively adjusted according to the distance, position and size of audiences, information about which is detected by 9 photo sensors. To increase the sense of immersion, intensity and reality, we utilized the technology of scent display that can create appropriate scents to match the images on the screen. The intensity and persistence of scents were determined by the size, distance and position of audiences. The virtual image contains background images and reactive images. The background images repeatedly project images of spring, summer, autumn and winter. The reactive images consist of small portraits or pictures or icons that define or characterize the season types, and these are added to the background image according to the distance, position and size of the audiences.

A study on the Newly Proposed Dual Virtual Cell System in Distributed Wireless Communication System (분산 무선 통신시스템 기반의 Dual Virtual Cell 시스템의 제안 및 성능분석)

  • Yang Joo-Young;Kim Jeong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.6B
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    • pp.517-526
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    • 2006
  • In order to achieve high capacity and reliable link quality in wireless communication, the significant efforts should be concentrated on mitigating interference between cells. To solve the interference problem, the newly introduced concept of a Distributed Wireless Communication System (DWCS) can provide the capability of joint control of the signals at multiple cells. This paper proposes a new concept of virtual cell: the Dual Virtual Cell (DVC), and also proposes DVC employment strategy based on DWCS network. The proposed system manages two kinds of virtual cell. One is the Active Virtual Cell which exists for user's actual data traffic and the other is the Candidate Virtual Cell which contains a set of candidate antennas to protect user's link quality from performance degradation or interruption. The proposed system constructs DVC by using antenna selection method. Also, for multi-user high-rate data transmission, the proposed system introduces multiple antenna technology to get a spatial and temporal diversity gam and exploits space-Time Trellis Codes known as STTC to increase a spectral efficiency.

Applying Scenarios for Designing Building Elements in the Smart Multi-family housing (지능형 아파트의 건축구성요소 디자인을 위한 시나리오 적용에 관한 연구)

  • Kim Mi-Yun;Choi Jin-Won
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.73-80
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    • 2006
  • As ubiquitous technology(uT) is offered in the future space, human will find their life more convenient and prosperous, and the space efficiency will be improved with virtual displays within a limited space. In an living space with ubiquitous environments, all information of family members will be an essential source creating advanced future spaces both for users and for those maintaining the space. In recent studies of uT environment, development of scenario is mostly being carried out based on user and service. It is unsatisfactory, however, when it comes to the study of how these studies can be developed on the basis of architectural space. In this paper, we study about applying scenarios created through space analysis to suggest ways to predict the analysis of the relationship between digital devices/services and the building elements based on physical space with uT and to offer services smoothly to uT environment, intelligent devices and their users.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

Virtuality as a Psychological Distance and Temporal Distance: Focusing on the Effect of Product Information Type on Product Attitude (심리적 거리로서의 가상성과 시간적 거리: 제품 정보 유형의 제품 태도에 미치는 효과를 중심으로)

  • Park, Do-Hyung
    • Knowledge Management Research
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    • v.18 no.3
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    • pp.163-178
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    • 2017
  • Recent advances in technology are evolving to enable individuals to perform various activities necessary for their lives, without being constrained by physical, temporal, and spatial constraints. The online services and experiences that originated from solving the discomfort in the actual offline space have created the newness that can only be experienced in the digital world and furthermore uniquely new experiences in actual space as well. While many previous studies have suggested several interpretations of unique individual behaviors in virtual environments, a recent research approaches virtuality as an interesting perspective of the change of thinking style. Virtuality is defined as how far apart we are from everyday reality, and if the individual faces a situation far from reality, the psychological distance of the individual becomes distant and ultimately leads to the thinking style of high construal level. Otherwise, it is said to have a relatively low construal level of thinking style. In this study, I try to confirm the virtual distance as the role of psychological distance in new virtual contexts. Simultaneously considering temporal distance, which are most used in psychological distance, and virtual distance based on virtuality, this study tries to find whether the effect of virtual distance on product attitude is the same as that of temporal distance and check the relationship between virtual distance and temporal distance in the context of consumers' product evaluations depending on product information type.

A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing (하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구)

  • Jang, Yong Hun;Chang, Min Hyuk;Jung, Ha Hyoung
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.