• Title/Summary/Keyword: immersive experience

검색결과 171건 처리시간 0.029초

A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • 방송공학회논문지
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    • 제24권7호
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    • pp.1209-1220
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    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.

Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • 유통과학연구
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    • 제18권2호
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

가상현실 스포츠실의 콘텐츠 제작 접근성 연구 (A Study on the Accessibility of Contents Production in the VR Sports Class)

  • 은광하
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.75-86
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    • 2021
  • 본 연구는 초등학교 이용자에 적합한 실감 콘텐츠 개발 접근지표에 관한 연구이다. 다양한 센서기술을 연동한 스포츠, 체육, 융합학습 실감 콘텐츠 기준으로 이용자에게 교육 및 신체 운동의 효과성 있는 콘텐츠 체험이 되도록 하며 가상현실 스포츠실 콘텐츠 제작 참여기업의 올바른 개발 가이드로서 활용될 수 있다. 연구방법은 지원기관의 표준화 가이드를 기준으로 개발된 콘텐츠를 선정하여 전문가 자문 및 체육담당자 인터뷰, 콘텐츠 체험 설문을 통한 연구를 통해서 가상현실 스포츠실의 콘텐츠 접근 기준지표를 도출하였으며 제작 기준지표를 적용한 콘텐츠 고도화 개발을 통해서 확인해 보았다.

조기영어학습 경험의 유형에 따른 만 5세 유아의 실행기능의 차이 (The Differences of Executive Function according to Type of Early English Learning Experience of 5-years old)

  • 김래은
    • 융합정보논문지
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    • 제9권10호
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    • pp.133-143
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    • 2019
  • 본 연구의 목적은 조기영어학습 경험의 유형에 따른 실행기능의 차이를 분석하는 것이다. 연구대상은 어학원에서 몰입식 영어교육 경험을 가진 23명의 유아, 어린이집에서 방과후 영어학습 경험을 가진 52명의 유아, 총 75명을 대상으로 삼았다. 연구도구는 주의통제의 경우 스트룹 과제, 인지적 융통성의 경우 카드분류과제와 숫자 따라 외우기 소검사, 정보처리의 경우 도안 유창성, 목표설정의 경우 미로 소검사를 사용하여 측정하였다. 자료분석은 전체지능지수를 공변인으로 한 공분산분석을 적용하였다. 연구결과 첫째, 주의통제와 인지적 융통성은 조기영어학습의 유형에 따라 유의한 차이를 보였다. 둘째, 정보처리와 목표설정은 조기영어학습의 유형에 따라 어떠한 차이를 보이지 않았다. 본 연구는 전일제 조기영어학습의 경험이 주의통제와 인지적 융통성에는 긍정적인 영향을 미치는 반면, 정보처리와 목표설정에는 어떠한 영향도 미치지 않음을 시사한다.

가상 공장 시뮬레이션을 위한 PC 클러스터 기반의 멀티채널 가시화 모듈의 설계와 구현 (Design and Implementation of Multichannel Visualization Module on PC Cluster for Virtual Manufacturing)

  • 김용식;한순흥;양정삼
    • 대한기계학회논문집A
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    • 제30권3호
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    • pp.231-240
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    • 2006
  • Immersive virtual reality (VR) for the manufacturing planning helps to shorten the planning times as well as to improve the quality of planning results. However, VR equipment is expensive, both in terms of development efforts and device. Engineers also spend time to manually repair erroneous 3-D shape because of imperfect translation between 3-D engineering CAD model and VR system format. In this paper a method is proposed to link 3-D engineering CAD model to a multichannel visualization system with PC clusters. The multichannel visualization module enables distributed computing for PC clusters, which can reduce the cost of VR experience while offering high performance. Each PC in a cluster renders a particular viewpoint of a scene. Scenes are synchronized by reading parameters from the master scene control module and passing them to client scenes.

Configuration of Supplemental Tile Sets based on Prediction of Viewport Direction for Tile-based VR Video Streaming

  • An, Eun-bin;Kim, A-young;Seo, Kwang-deok
    • 방송공학회논문지
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    • 제25권7호
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    • pp.1052-1062
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    • 2020
  • As the market demand for immersive media increases, an efficient streaming method is required in consideration of network conditions while maintaining the user's immersive experience. Accordingly, transmitting a viewport with relatively high-quality, such as tile-based streaming, is mainly used. But there still remains a lot of technical challenges, such as quickly providing a new viewport in high-quality according to the gaze. To solve the aforementioned problem, in this paper, we propose a method of configuring and transmitting a supplemental tile set through the predicted direction, and a range of stable utilization of the transmitted supplemental tile set.

Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
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    • 제45권6호
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    • pp.1046-1055
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    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

Digital immersive experiences with the future of shelf painting -From "Kandinsky, the Abstract Odyssey."

  • Feng Tianshi
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.123-127
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    • 2024
  • In the early 20th century, Walter Benjamin analyzed the changes in the value of traditional art forms under the industrial era and the changes in the aesthetic attitude of the masses. A century later, in the contemporary multi-art world, the traditional medium of shelf painting is once again experiencing a similar situation as the last century. Emerging technology display modes such as digital virtual reality and digital immersive experience can achieve digital reproduction of paintings on shelves and reach a certain level of performance, which once again shocks the public's aesthetic perception. This paper attempts to illustrate the outstanding characteristics of the new art form after digital reconstruction by exploring the transformation and sublimation of digital technology to shelf painting. We predict that art research on future reality and augmented reality according to the artificial intelligence era will be conducted in depth in the future.

A Study on the Characterization of Otome Games

  • XiaoHan Zhang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.284-289
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    • 2024
  • In recent years, Otome Games, as a popular game genre, have a considerable number of players in the game market and gained high profits. This paper explores the characteristics and influence of Otome Games by analyzing the audience group characteristics, narrative structure, audiovisual design, and other aspects of Otome Games. The study shows that Otome Games attract young women through immersive relationship experiences and diversified plot directions, but there is a trend of templatization in audiovisual design. Nevertheless, the genre's emphasis on high realism and sophisticated simulation systems continues to deliver a compelling immersive experience, making these games an integral part of players' lives.

비쥬얼 가이더 : 몰입형 가상세계에서의 공간지각 보조도구 (Visual Guider : Space Perception Aid Tool in Immersive Virtual World)

  • 조은;박주영;김명희
    • 정보처리학회논문지B
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    • 제12B권1호
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    • pp.39-46
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    • 2005
  • 몰입형 가상현실 시스템에서는 실제로 가상세계가 입체적으로 가시화된다 할지라도 현실에서와 같이 정확한 거리 및 깊이 단서가 제공되지 않기 때문에, 사용자가 가상객체들과 원활한 상호작용을 하는데 많은 불편함이 있다. 본 논문에서는 이 점을 개선하기 위하여 몰입형 가상세계에서 사용자가 효과적으로 시공간지각을 할 수 있도록 지원해 주는 Visual Guider를 제안한다. Visual Guider는 사용자가 가상객체들 간의 상대적 거리 정보를 신속하고 정확하게 파악할 수 있도록 이차원 윈도우 어플리케이션에서 활용되는 눈금자 개념을 도입하여 삼차원 가상공간상에 적용한 것이다. 본 논문에서는 제안 기법을 $CAVE^(TM)-like$ 시스템 상에서 구현된 실험용 가상공간 상에 적용하여 사용자의 위치 이동과 가상객체의 선택 및 조작에 활용한 결과를 보인다.