• Title/Summary/Keyword: Virtual theater

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Audience Interaction for Virtual Reality Theater (VR 극장을 위한 관객인터랙션)

  • 안상철;김익재;김형곤
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.50-58
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    • 2003
  • Recently we have built a VR(Virtual Reality) theater in Kyongju, Korea, which combines the advantages of VR and IMAX theater. The VR theater provides a virtual environment for several hundreds of people at the same time. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case, multi-user interaction is different from that of networked VR systems and must be reconsidered. This paper defines the multi-user interaction in such a VR theater as Audience Interaction, and discusses key issues for the implementation of the Audience Interaction. This paper also presents a real implementation example in the Kyongju VR theater.

A Study on the Age of Digital Media and Virtual Reality, Theater and Acting Education (디지털 매체와 가상 세계의 시대, 연극-연기 교육 연구)

  • Nayoung Suh
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.251-257
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    • 2024
  • After the pandemic, the world has brought about a society that connects to digital content faster. In the performing arts world, technology is also changing the production environment, content, and format of works. In addition, theatre and performances linked to digital media and virtual reality continue to be actively developed and increased. This paper first diagnoses how theater and acting education are meeting consumers(students) in a time when these changes progress rapidly. In the post-COVID-19 era, a crack began in the traditional method of education. We look at the existing problems of traditional education of theatre and acting in detail and look at the points of change from the changes in the virtual world and digital media environment. In conclusion, post-pandemic theater and acting education needs to shift to a consumer-centered paradigm.

A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.

Scaenae frons: Audience' Space, Actors' Space (Scaenae frons - 관객의 공간, 배우의 공간)

  • Cho, Eun-Jung
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.83-107
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    • 2007
  • The continuous struggle to establish virtual reality on the stage during the history of Western Theater has been centered upon the development of scenographic setting and devices. It began with the Classical Greek drama where the place of performance became separated from the place of the audience. These two places were united as the orchestra - the place of the Dionysiac festival in the earliest stage of the Greek theater. And the skene, once a storage building outside the theatrical area, became an essential factor of the scenic space to provide illusion of the other world where the actors dwell. As a natural consequence it followed the structural change of Roman theater where the stage became a high and wide platform and the skene converted into the permanent stone scaenae frons. Such a tradition of the Classical theater was revived in Italian Renaissance and Baroque theater, which succeeded Vitruvius' concept of scaenographia as well as the vestiges of Imperial Roman theater. The cases of Serlio, Palladio, and Andrea Pozzo reveal the way how Western theater conjured the fictional space by traditional representational scenery, including architectural background setting and painted devices. It resulted in the physical and emotional division of actors' space and audience's space. The rejection of representational scenery upon the stage by avant garde artists like Edward Gordon Craig in the early years of the twentieth century should be interpreted as an attempt to recover an emotional attachment of actors and the audience, which was the case of Greek antiquity. This new scenogrpahic endeavor in modern theater is to challenge the main purpose of traditional scaenae frons to establish the boundary of the illusional 'scene' of performance where the audience should remain as passive spectators, and instead, to try to unite the action of actors and the audience upon the stage as a 'place'.

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A Study on the Possibilites of Architecture in Virtual Reality Using 'ACTIVE WORLDS' (ACTIVE WORLDS'를 이용한 가상현실 건축의 가능성에 대한 연구)

  • 신유진
    • Korean Institute of Interior Design Journal
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    • no.19
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    • pp.20-29
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    • 1999
  • We live now in information society. High-tech communication technique of information came up to our daily life thoroughly. Then, what will happen to change the field of architecture in information society\ulcorner This study realized architecture in virtual reality by choosing technique in virtual reality that was able to alternate architecture in reality. The result of this study: 1. We promoted some shopping malls by making use of 'an active world' that is one of the virtual reality programs. As a result, we could know that we were able to find out goods faster than reality economically and purchase them in virtual reality. 2. There are many fields that we can adapt the architecture in virtual reality beside the shopping malls. For example, they can be a museum, an art gallery, and educational facility, a movie theater, a government and public office, and a recreation facility. 3. The architecture in virtual reality will cause to change our lifestyles and environments and to coexist architecture in reality.

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Development of Interactive Prototyping Methods applying Behavioral Prototyping Methods for Interactive Experience Design (인터랙티브 경험 디자인에 있어서 행위모형 기법을 응용한 인터랙티브 묘형 기법 개발)

  • 이태일
    • Archives of design research
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    • v.17 no.2
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    • pp.253-260
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    • 2004
  • As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.

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Nature Experience-based Virtual Reality Improves Depressive Symptoms in a Young Population: A Pilot Study

  • Da-Been Lee;Seung-Lim Yoo;Sang Shin Pyo;Jinkwan Kim;Bo-Gyu Kim;Suhng-Wook Kim;Byung-Jung Ko;Dae Wui Yoon
    • Biomedical Science Letters
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    • v.30 no.1
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    • pp.1-9
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    • 2024
  • Although there have been several attempts to use virtual reality (VR) in the treatment of depression, the results have been inconsistent and existing studies have mostly relied on subjective measures to assess the effectiveness of VR in improving depression. The aim of this study was to investigate the effect of nature experience-based VR intervention on depressive symptoms in a young population using both subjective and objective measurements. The study population included 15 participants who had more than 14 identifiers of the Korean Beck Depression Inventory (K-BDI)-II. Participants received three weeks (four times per week) of VR intervention. The effectiveness of VR was assessed through changes in K-BDI-II scores and depression-related blood biomarkers. Nature experience-based VR intervention led to an approximately 50% reduction of K-BDI-II score (before 25.7±7.7 vs. after 12.5±8.3 (P<0.001)). Of these, loss of pleasure and fatigue showed the largest amount of improvement. However, levels of cortisol, brain-derived neurotrophic factor, and interleukin-6 did not differ from those at baseline. The findings of our pilot study suggest that nature experience-based VR can be a useful adjunctive treatment method for improving depressive symptoms in individuals who have difficulty accessing the real outside natural environment.

A STUDY ON LIGHTING SIMULATION SYSTEM (통합형 무대 디자인 시스템 연구 -조명 시각화 및 통제 시스템에 관하여-)

  • Lee, Dong-Hun;Jang, Tae-Soo;Shin, Ho
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.851-854
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    • 2009
  • This Research suggest that key features of lighting simulation and intuitive theaterical design method can unify single system. It can produce the virtual scene of stage which is able to predict the number of lighting box and design budget. the final goal of this research is unifying lighting and stage design into on single system.

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Numerical Simulation of Aroma Concentration Distribution in a VR Theater for different Supply and Exhaust Conditions (VR 영상관에서의 급기 및 배기 방식에 따른 향 농도 분포 수치해석)

  • 김영일;김기정;허남건
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.212-216
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    • 2000
  • 어떤 특정한 환경과 상황을 가상적으로 모의함으로써 그 환경에 있는 사람이 마치 실제적인 환경 또는 상황과 상호 작용을 하고 있는 것처럼 만들어 주는 진보된 기술을 가상현실(virtual reality) 이라고 한다. 가상현실을 실현하기 위해서는 주변의 영상, 음향, 운동감, 열환경, 후각환경 등이 실제처럼 제시되어야 한다. 본 연구에서는 이중 후각환경의 제시를 위하여 급기 및 배기 위치에 따른 향 농도의 분포를 수치해석적으로 예측한다. 수치해석 결과는 VR 영상관의 향 배기 시스템의 설계 자료로 활용된다.

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A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.