DOI QR코드

DOI QR Code

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents

모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구

  • Lee, Jiwon (Department of Software, Catholic University of Pusan) ;
  • Kim, Mingyu (Department of Software, Catholic University of Pusan) ;
  • Jeon, Changyu (Department of Software, Catholic University of Pusan) ;
  • Kim, Jinmo (Department of Software, Catholic University of Pusan)
  • 이지원 (부산가톨릭대학교 소프트웨어학과) ;
  • 김민규 (부산가톨릭대학교 소프트웨어학과) ;
  • 전찬규 (부산가톨릭대학교 소프트웨어학과) ;
  • 김진모 (부산가톨릭대학교 소프트웨어학과)
  • Received : 2016.06.18
  • Accepted : 2016.07.07
  • Published : 2016.07.14

Abstract

This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

본 연구는 모바일 플랫폼 기반의 가상현실 콘텐츠 제작에 적합한 입력 처리 기술을 제안한다. 우선 가상현실 콘텐츠를 체험하는 사용자의 몰입감 향상, 흥미 유발 그리고 편리한 조작이 가능한 입력처리 기술을 설계하기 위하여 실험에 사용될 모바일 플랫폼 기반의 3차원 대화형 콘텐츠를 제작한다. 그리고 모바일에 접근성이 용이한 게임패드 방식과 사용자가 바라보는 시선을 직접 인터페이스로 활용하는 방식의 두 단계로 나누어 입력 처리 기술을 설계한다. 제안한 가상현실 기반의 입력 처리 기술이 사용자에게 몰입감 향상의 효과, 흥미를 유발시키는 동기 그리고 콘텐츠를 조작하는데 편리함을 제공하는 지 여부를 실험을 통해 분석한다. 뿐만 아니라 멀미 현상, 피로감 같은 부정적인 심리 요인을 야기시키는 여부 또한 검증하도록 한다.

Keywords

References

  1. I.E. Sutherland, "A head-mounted three dimensional display," In Proceedings of the AFIPS '68, pp. 757-764, 1968.
  2. I.-J. Kim, "A Review of virtual reality technologies," Broadcasting and Media Magazine, vol. 21, no. 2, pp.51-60, 2016.
  3. E.M. Kolasinski, "Simulator sickness in virtual environments," Technical report DTIC Document, 1995.
  4. J.D. Moss and E.R. Muth, "Characteristics of head-mounted displays and their effects on simulator sickness," Human Factors: The Journal of the Human Factors and Ergonomics Society, vol. 53, no. 3, pp. 308-319, 2011. https://doi.org/10.1177/0018720811405196
  5. J. Reason, "Motion sickness adaptation: a neural mismatch model," Journal of the Royal Society of Medicine, vol. 71, no. 11, pp. 819-829, 1978. https://doi.org/10.1177/014107687807101109
  6. H,B,-L. Duh, D.E. Parker, J.O. Philips and T.A. Furness, "Conflicting motion cues to the visual and vestibular self-motion systems around 0.06hz evoke simulator sickness," Human Factors: The Journal of the Human Factors and Ergonomics Society, vol. 46, no. 1, pp. 142-153, 2004. https://doi.org/10.1518/hfes.46.1.142.30384
  7. T.A. Stoffregen and L.J. Jr Smart LJ, "Postural instability precedes motion sickness," Brain research bulletin, vol. 47, no. 5, pp. 437-448, 1998. https://doi.org/10.1016/S0361-9230(98)00102-6
  8. E.-C. Lee and K.-R. Park, "A study on manipulating method of 3D game in HMD environment by using eye tracking," Journal of the Institute of Electronics Engineers of Korea, vol. 45, no. 2, pp. 49-64, 2008.
  9. D. Zielinski, B. Macdonald and R. Kopper, "Comparative study of input devices for a VR mine simulation", 2014 iEEE Virtual Reality (VR), pp. 125-126, 2014.
  10. A. Thorpe, M. Ma and A. Oikonomou, "History and alternative game input methods", 2011 16th International Conference on Computer Games (CGAMES), pp. 76-93, 2011.
  11. C.-M. Kim, J.-H. Youn, I.-C. Kang and B.-K. Kim, "Development and Assessment of Multi-sensory Effector System to Improve the Realistic of Virtual Underwater Simulation," Journal of Korea Multimedia Society, vol. 17, no. 1, pp. 104-112, 2014. https://doi.org/10.9717/kmms.2014.17.1.104
  12. J.-W. Son, "Development of a Student-Centered Leaning Tool for Construction Safety Education in a Virtual Reality Environment," Journal of the Korea Institute of Building Construction, vol. 14, no. 1, pp.29-36, 2014. https://doi.org/10.5345/JKIBC.2014.14.1.029
  13. H.-S. Lee and W.-J. Park, "A study on method to manipulate to alleviate the simulation sickness of 3D HMD," Journal of Korean Society For Computer Game, vol. 27, no. 4, pp. 85-91, 2014.

Cited by

  1. 모바일 가상현실 환경에서의 시선기반 사용자 인터페이스 상호 작용에 관한 연구 vol.23, pp.3, 2016, https://doi.org/10.15701/kcgs.2017.23.3.39
  2. A Study on Interaction of Gaze Pointer-Based User Interface in Mobile Virtual Reality Environment vol.9, pp.9, 2017, https://doi.org/10.3390/sym9090189
  3. 모바일 가상현실에서의 이동 인터페이스에 관한 연구 vol.27, pp.3, 2021, https://doi.org/10.15701/kcgs.2021.27.3.55