VR/AR 게임기술 동향

Trends of VR/AR Game Technology

  • 방준성 (스마트게임플랫폼연구실) ;
  • 이동춘 (스마트게임플랫폼연구실) ;
  • 서상현 (스마트게임플랫폼연구실) ;
  • 김용준 (스마트게임플랫폼연구실) ;
  • 이헌주 (스마트게임플랫폼연구실) ;
  • 손욱호 (콘텐츠플랫폼연구부)
  • 발행 : 2016.02.01

초록

게임은 IT 기술의 발전에 따라 그 형태, 종류, 방식이 다양해져 왔다. 즉, 새로운 IT 기술에 대한 이해는 차세대 게임 동향 예측을 가능하게 한다. 최근, 소프트웨어 및 하드웨어 기술의 진보로 가상현실(Virtual Reality: VR) 및 증강현실(Augmented Reality: AR) 기술이 적용된 다양한 애플리케이션들이 등장하고 있다. 큰 규모의 시장을 형성하고 있는 게임 업계에서도 그 VR/AR 기술을 게임 개발에 이용하고자 하며, 일부 업체들을 중심으로 몇 가지 상용 게임이 이미 출시되었다. 본고에서는 차세대 게임을 위한 VR/AR 기술 및 게임 서비스 현황을 살펴보고, 향후 VR/AR 게임의 발전 방향에 대해 전망한다.

키워드

참고문헌

  1. K.S. Tekinbas and E. Zimmerman, "Rules of Play - Game Design Fundamentals," The MIT Press, United States, Sept. 2003.
  2. A. Tate et al., "I-Room: A Virtual Space for Intelligent Interaction," IEEE Intell. Syst., vol. 25, no. 4, July-Aug. 2010, pp. 62-71.
  3. A. Sherstyuk et al., "Toward Natural Selection in Virtual Reality," IEEE Comput. Graph. Appl., vol. 30, no. 2, March-April 2010, pp. 93-96. https://doi.org/10.1109/MCG.2010.34
  4. M. Gervautz and D. Schmalstieg, "Anywhere Interface Using Handheld Augmented Reality," Computer, vol. 45, no. 7, July 2012, pp. 26-31.
  5. M.R. Ebling et al., "Gaming and Augmented Reality Come to Location-Based Services," IEEE Pervasive Computing, vol. 9, no. 1, Jan.-March 2010, pp. 5-6. https://doi.org/10.1109/MPRV.2010.5
  6. X. Zhang et al., "Visual Marker Detection and Decoding in AR Systems: A Comparative Study," ISMAR, 2002, pp. 97-106.
  7. M. Fiala, "ARTag, a Fiducial Marker System Using Digital Techniques," CVPR, vol. 2, June 2005, pp. 590-596.
  8. O. Demuynck and J.M. Menendez, "Magic Cards: A New Augmented-Reality Approach," IEEE Comput. Graph. Appl., vol. 33, no. 1, Jan.-Feb. 2013, pp. 12-19.
  9. ARToolKit, http://www.hitl.washington.edu/artoolkit/
  10. G. Klein and D. Murray, "Parallel Tracking and Mapping for Small AR Workspaces," ISMAR, 2007, pp. 1-10.
  11. OpenCV, http://opencv.org/
  12. Oculus's Rift, https://www.oculus.com/en-us/rift/
  13. 조근희, "태동하는 가상현실(VR) 시장," ICT Spot Issue, 2015. 7.
  14. Virtuix Omni, http://www.virtuix.com/
  15. L. Avila and M. Bailey, "Advanced Display Technologies," IEEE Comput. Graph. Appl., vol. 35, no. 1, Jan.-Feb. 2015, p. 96.
  16. Cyberith, http://cyberith.com/
  17. NeuroSky, www.neurosky.com
  18. Emotiv Systems, www.emotiv.com
  19. Oculus SDK, https://developer.oculus.com/
  20. Middle VR, http://www.middlevr.com/middlevr-sdk/
  21. VR ONE, https://bitbucket.org/vrone/unity3d
  22. SixenseVR, http://sixense.com/sixensevrsdk
  23. Dive Unity Plugin, https://www.durovis.com/sdk.html
  24. World of Diving, http://divegame.net/
  25. Eve: Valkyrie, https://www.evevalkyrie.com/
  26. Insomniac Games, http://www.insomniacgames.com/
  27. Three One Zero, http://threeonezero.com/
  28. Star Citizen, https://robertsspaceindustries.com/
  29. Moverio, https://moverio.epson.com/
  30. Vuforia Developer Portal, https://developer.vuforia.com/downloads/sdk
  31. WiKitude, http://www.wikitude.com/
  32. Kudan, https://www.kudan.eu/
  33. Total Immersion, http://www.t-immersion.com/
  34. H. Hua, C. Gao, and N. Ahuja, "Calibration of An HMPD-Based Augmented Reality System," IEEE Trans. Syst., Man and Cybernetics, Part A, Systems and Humans, vol. 37, no. 3, May 2007, pp. 416-430. https://doi.org/10.1109/TSMCA.2007.893471
  35. Ingress, https://www.ingress.com/
  36. Drakerz, http://www.drakerz.com/
  37. PulzAR, https://www.playstation.com/en-us/games/pulzar-psvita/
  38. Table IceHockey, https://www.playstation.com/en-gb/games/table-ice-hockey-psvita/
  39. Nintendo, https://www.nintendo.com/
  40. Apple iTunes Preview, AR.Pursuit, https://itunes.apple.com/kr/app/ar.pursuit/id398459463?mt=8
  41. MeavyDev, AR Drone Flight, http://meavydev.co.uk/ARDrone.html
  42. Minecraft, https://minecraft.net/
  43. Microsoft, Hololens, https://www.microsoft.com/microsoft-hololens/en-us
  44. M.C. Juan et al., "An Augmented Reality System for Treating Psychological Disorders: Application to Phobia to Cockroaches," Proc. 3rd IEEE and ACM ISMAR, Nov. 2004, pp. 256-257.
  45. B. Thomas et al., "First Person Indoor/Outdoor Augmented Reality Application: ARQuake," Pers. Ubiquitous Computing, vol. 6, no. 1, Feb. 2002, pp. 75-86. https://doi.org/10.1007/s007790200007
  46. P.J. Diefenbach et al., "Practical Game Design and Development Pedagogy," IEEE Comput. Graph. Appl., vol. 31, no. 3, May-June 2011, pp. 84-88.
  47. T. Lang, B. MacIntyre, and I.J. Zugaza, "Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences," Proc. IEEE Virtual Reality Conference, Mar. 2008, pp. 67-70.
  48. AR Second Life, http://arsecondlife.gvu.gatech.edu