• Title/Summary/Keyword: virtual reality(VR)

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Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

A New Instrument for Measuring the Optical Properties of Wide-field-of-view Virtual-reality Devices

  • Ahn, Hee Kyung;Lim, Hyun Kyoon;Kang, Pilseong
    • Current Optics and Photonics
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    • v.6 no.4
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    • pp.392-399
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    • 2022
  • Light-measuring devices (LMDs) are frequently used to measure luminance and color coordinates of displays. However, it is very difficult to use a conventional LMD for measuring the optical properties of virtual-reality (VR) devices with a wide field of view (FOV), because of their confined spaces where the entrance pupil of a LMD is located. In this paper, a new LMD that can measure the optical properties of wide-FOV VR devices, without physical conflict with the goggles of the VR device, is proposed. The LMD is designed to fully satisfy the requirements of IEC 63145-20-10, and a pivot-point correction method for the LMD is applied to improve its accuracy. To show the feasibility of the developed LMD and the correction method, seven VR devices with wide FOV are measured with it. From the results, all of them are successfully measured without any physical conflict, and a comparison to their nominal values shows that the FOVs have been properly measured.

Design of a Multimedia Information Service System and VR Authoring Tool (멀티미디어 정보 서비스 시스템과 VR 저작도구의 설계)

  • Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.86-92
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    • 1996
  • Multimedia services through a network are getting more required according to the realization of B-ISDN construction globally. Business using the Internet will become popular, and so multimedia information systems including telemarketing systems will be developed competitively. VR (Virtual Reality) will help such systems make more realistic and valuable. ln this paper, we present an interactive VR authoring tool and a client/server based multimedia information service system. The VR authoring tool serves an interface with the system when developing its applications.

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Influence of Gender on VR Animation Viewing Experiences: from the Perspective of Comfortable Viewing Distance

  • Lin Qu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.191-198
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    • 2023
  • In recent years, we have witnessed a growing popularity of virtual reality (VR) technology. Understanding the factors that contribute to a comfortable VR viewing experience is crucial for its successful implementation. This study specifically explored the role of gender in determining the ideal viewing distance for VR animation. To do so, we enlisted 100 participants, comprising 41 males and 59 females, and had them engage in a VR animation viewing task, during which we recorded their preferred viewing distances. Our findings revealed that there was no significant distinction between males and females regarding their favored VR animation viewing distances. These results suggest that when creating VR content, gender may not be a noteworthy factor to take into account when determining the optimal viewing distances for a comfortable experience.

A Survey on VR-Based Annotation of Medical Images

  • Mika Anttonen;Dongwann Kang
    • Journal of Information Processing Systems
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    • v.20 no.4
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    • pp.418-431
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    • 2024
  • The usage of virtual reality (VR) in healthcare field has been gaining attention lately. The main use cases revolve around medical imaging and clinical skill training. Healthcare professionals have found great benefits in these cases when done in VR. While medical imaging on the desktop has lots of available software with various tools, VR versions are mostly stripped-down with only basic tools. One of the many tool groups significantly missing is annotation. In this paper, we survey the current situation of medical imaging software both on the desktop and in the VR environment. We will discuss general information on medical imaging and provide examples of both desktop and VR applications. We will also discuss the current status of annotation in VR, the problems that need to be overcome and possible solutions for them. The findings of this paper should help developers of future medical image annotation tools in choosing which problem they want to tackle and possible methods. The findings will be used to help in our future work of developing annotation tools.

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.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

A Study for Reducing of Cyber Sickness on Virtual Reality (가상현실 사이버멀미 완화에 관한 연구)

  • Song, Eun-Jee;Jung, A-Leum
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.429-434
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    • 2017
  • VR technology has been repidly developing thanks to development of a huge amount of new contents as well as new devices optimized for the virtual environment. Businesses in the IT sector have already started focusing on virtual reality, which might be considered as the center of industry in the future, and concentrated their efforts on development of VR, hardware and technology. Also, development of various VR device would lead to prosperity of media contents based on VR, Still, cyber sickness remain a serious problem waiting for an appropriate solution. In this paper we discuss causes for cyber sickness, analyze the relationship between cyber sickness and reflex eye movement and propose guidelines for the process of producing contents. In addition, we show experiments analyzing the effect of the proposed measures for alleviating cyber sickness.

Design and Implementation of Continuous Control for Household Electric Fan Speed for Virtual Reality Applications

  • Jonas John, Claud;Dae-Young, Na;Daseong, Han
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.518-528
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    • 2022
  • Virtual Reality (VR) has been widely used in various applications to generate realistic virtual environments. A sense of immersion can be increased by providing additional stimuli such as tactile sensation to VR contents. However, it is still challenging to provide a realistic feel for the wind blowing over the whole body by smoothly controlling the airflow. To address this issue, we employ a household electric fan as a wind generating device to provide users with wind experience in VR environments. The wind generating device targets the whole body to mimic the wind we feel outside in our daily life. To do so, we present a low-cost method to smoothly control household fan speed using an Arduino microcontroller. Here, we use the Sinusoidal Pulse Width Modulation (SPWM) technique to generate the sinusoidal voltage required to drive the fan motor. Our experimental results show how Variable Voltage Variable Frequency (VVVF) is implemented at a low cost using our method for household fan speed control. The results can be applied to various VR applications to enhance the sense of immersion by providing users with realistic wind.

Perception Survey of Virtual Reality Simulation with Malocclusion Models (부정교합 모델을 적용한 가상현실 시뮬레이션에 대한 인식조사)

  • Kim, Boram;Ryu, Jeeheon;Kim, Seonmi;Choi, Namki
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.3
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    • pp.302-312
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    • 2021
  • The purpose of this study was to develop prototype of virtual reality(VR) simulation with malocclusion models and evaluate its applicability. Task abilities, task completion time, and a satisfaction survey were compared between dentist trainees and dental students. Participants were instructed to observe virtual malocclusion models and then performed three tasks to diagnose the type of malocclusion, determine clinical findings and develop treatment plans. Their satisfaction with the simulation experience were evaluated using a questionnaire containing five questions. Task abilities of trainees related to clinical features and treatment plans were significantly higher than that of students(p < 0.01). In both groups, the task completion time for the second case was significantly reduced compared to that for the first case(p < 0.01). The satisfaction survey showed high scores and positive responses for this simulation in both groups. If the prototype of VR simulation is continuously advanced, it will be applicable for orthodontic education in pediatric dentistry.