A Study on VR Convergence Contents Creation Process ink painting

수묵화를 이용한 VR 융합콘텐츠 제작공정 연구

  • 후정동 (동서대학교 일반대학원 영상콘텐츠학과) ;
  • 최철영 (동서대학교 디지털콘텐츠학부)
  • Received : 2018.05.23
  • Accepted : 2018.07.20
  • Published : 2018.07.28


Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.


  1. J. H. Lee. (2016). The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content. Cartoon & Animation Studies, 45(4), 197-214. DOI : 10.7230/KOSCAS.2016.45.197
  2. Google. (2015). Spotlight Stories. Google[Online],
  3. D. W. Guo & J. H. Chung. (2017). A Study on $360^{\circ}$ Image Production Method for VR Image Contents. Journal of Digital Convergence, 15(12), 543-548. DOI : 10.14400/JDC.2017.15.12.543
  4. B. G. Kang & S. H. Ryu & W. B. Lee. (2017). Development of an Interactive Virtual Reality Service based on 360 degree VR Image, Journal of Digital Convergence, 15(11), 463-470. DOI : 10.14400/JDC.2017.15.11.463
  5. S. M. Sophia. (2011). Being in Traditional Chinese Landscape Painting, Journal of Intercultural Studies, 32(4). 369-382. DOI : 10.1080/07256868.2011.584615
  6. C. Xi. Chen. (2001). The History of Chinese Landscape Painting, china: Tianjin People's Fine Arts Publishing House, pp.5. ISBN: 9787530514429
  7. L. G. Lee & J. H. Chung. (2017). A Study on Visual Mise-en-Scene of VR Animation, Journal of Digital Convergence, 15(9). 407-413. DOI : 10.14400/JDC.2017.15.9.407
  8. K. Dooley (2017). Storytelling with virtual reality in 360-degrees: a new screen grammar, Studies in Australasian Cinema. 11(3). 161-171. DOI : 10.1080/17503175.2017.1387357
  9. J. Y. Lee. (2017). A study on the application of virtual reality technology to exhibition space. Cinema. 18(8). 1585-1591. DOI : 10.9728/dcs.2017.18.8.1585
  10. J. C. Kim & J. M. Pyun (2016). A Study on User Flow Subjectivity of VR Image Contents Design, Journal of Cultural Product & Design, Vol.47. 11-21. DOI : 10.18555/kicpd.2016.47.2
  11. J. H. Kim. (2011). A Study on a Technology of Building Experiment 3D Model House by Experience in Cyberspace of Virtual Reality. The Korean Journal of Art and Media, 10(1). 25-36. DOI : G704-SER000010444.2011.10.1.004
  12. W. L. Moon. (2015). VR and Cinema, Cineforum, Vol.- No.22, 351-375. DOI : 10.19119/cf.2015.
  13. F. Carroll. (2009). Designing (for) experiences in photorealistic VR environments, New Review of Hypermedia and Multimedia, 16(1-2), 181-194. DOI : 10.1080/13614561003710250
  14. A. C. Soper. (2015). Early Chinese Landscape Painting, The Art Bulletin, 23(2), 141-164. DOI : 10.1080/00043079.1941.11408770