• Title/Summary/Keyword: immersive

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Performance Analysis of 6DoF Video Streaming Based on MPEG Immersive Video (MPEG 몰입형 비디오 기반 6DoF 영상 스트리밍 성능 분석)

  • Jeong, Jong-Beom;Lee, Soonbin;Kim, Inae;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.773-793
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    • 2022
  • The moving picture experts group (MPEG) immersive video (MIV) coding standard has been established to support six degrees of freedom (6DoF) in virtual reality (VR) by transmitting high-quality multiple immersive videos. The MIV exploits two approaches considering tradeoff between bandwidth and computational complexity: 1) eliminating correlation between multi-view videos or 2) selecting representative videos. This paper presents performance analysis on intermediate synthesized views on source view positions and synthesized pose traces using high-efficiency video coding (HEVC) and versatile video coding (VVC) for above-mentioned two approaches.

Implementing Geometry Packing for MPEG Immersive Video (MPEG 몰입형 비디오를 위한 Geometry Packing 구현)

  • Jong-Beom, Jeong;Soonbin, Lee;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.861-871
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    • 2022
  • The moving picture experts group (MPEG) developed the MPEG immersive video (MIV) standard for efficient compression of multiple immersive videos representing natural contents and computer graphics. The MIV compresses multiple immersive videos and generates multiple output videos which are defined as atlases. However, there is a synchronization issue of multiple decoders in a legacy device when decoding multiple encoded atlases. This paper proposes and implements the geometry packing method for adaptive control of decoder instances for low-end and high-end devices. The proposed method on the recent version of the MIV reference software worked correctly.

A Study on the Immersive Display (몰입형 디스플레이에 관한 연구)

  • Chung, Tae-Sub
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.558-561
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    • 2011
  • 본 논문에서는 Immersive Media의 종류와 디스플레이에 관하여 논하였다. 디스플레이의 발전은 화면 해상도와 밀접한 관계가 있으며, 해상도의 차이에 따른 디스플레이의 크기 및 선명도의 발전을 이루면서 더욱 더 몰입을 할 수 있도록 발전하고 있다. 좋은 해상도를 유지하기 위하여서는 디스플레이의 발전도 이루어져야 한다는 것이다. 이에 본 연구에서는 디스플레이의 해상도에 따른 크기와 디스플레이의 종류에 따른 투영방법에 관하여 조사를 하였으며, 이에 따른 Immersive Media제작방법에 따른 디스플레이의 종류에 관하여 논 하고자 한다.

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A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

Trends in Immersive Giga Media Service Platform (몰입형 기가미디어 서비스 플랫폼 기술 개발 동향)

  • Choi, S.H.;Park, N.S.;Lee, H.K.;Ko, E.J.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.1-9
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    • 2017
  • This study focuses on the ongoing immersive Giga Media service platform technology developed by the Electronics and Telecommunications Research Institute(ETRI) for various projects of the Giga KOREA Foundation[1] to achieve a smart ICT environment including wireless-based Giga service by 2020. This technology enables an immersive realistic Tele-Experience service that supports immersive real-world interaction as if sharing one's surroundings in a particular location through a high-speed network among remote users. It is expected to contribute greatly to the activation of smart ICT.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.194-203
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    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.

Metaverse Interaction Technology Trends and Development Prospects (메타버스 상호작용 기술 동향 및 발전 전망)

  • S.M. Baek;Y.H. Lee;J.Y. Kim;S.H. Park;Y.-H. Gil
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.12-23
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    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.

How Immersive VR Technology Enhances Learning Effectiveness?

  • Yuan-han Fang;Yerim Chung
    • Asia-Pacific Journal of Business
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    • v.15 no.3
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    • pp.47-66
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    • 2024
  • Purpose - This study aimed to investigate the impact of immersive virtual reality (VR) technology on learning effectiveness in museum environments by integrating experience economy theory and flow theory. Design/methodology/approach - Survey data were collected from 200 participants who experienced VR in a museum setting. A PLS path analysis was conducted to examine the relationships between key variables. Findings - The study found that the three main VR features-interactivity, vividness, and novelty-had significant positive effects on the four experiential dimensions of the experience economy: educational, entertainment, escapist, and esthetic experiences, with the exception of novelty not impacting esthetic experience. Among these dimensions, only educational experiences significantly influenced perceived learning effectiveness, and this relationship was mediated by the flow state. Research implications or Originality - This research provides valuable insights into how immersive VR can enhance learning effectiveness in museums. It emphasizes the importance of focusing on educational experiences and suggests that achieving a flow state is crucial for improving learning outcomes in VR-based museum experiences.

MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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