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A Study on Core Factors and Application of Asymmetric VR Content

Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구

  • Kim, Jinmo (Department of Software, Catholic University of Pusan)
  • 김진모 (부산가톨릭대학교 소프트웨어학과)
  • Received : 2017.10.31
  • Accepted : 2017.12.07
  • Published : 2017.12.08

Abstract

In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

본 연구는 HMD 사용자와 Non-HMD 사용자가 같은 공간에서 함께 행동하면서 다양한 경험과 높은 현존감을 이끌어낼 수 있는 비대칭 가상현실(asymmetric VR) 콘텐츠의 핵심 요인과 활용 방안을 제안한다. 제안하는 asymmetric VR 콘텐츠의 핵심은 사용자들이 HMD 착용 유무에 상관없이 사용자가 콘텐츠에 참여하는 범위, 환경을 폭넓게 반영하여 모두가 가상현실에 몰입하고, 새로운 경험을 이끌어내는 것이다. 이를 위해 본 연구는 asymmetric VR 콘텐츠 제작에 필요한 핵심 요인으로 HMD 사용자와 Non-HMD 사용자의 역할관계, 사용자들에게 제시되는 시점 그리고 사용자들 간의 대화를 통한 의사소통 구조를 정의하였다. 이를 기반으로 보조형 asymmetric VR 콘텐츠와 협력형 asymmetric VR 콘텐츠를 직접 제작하는 과정을 통해 핵심 요인을 검증하였다. 마지막으로 제안한 asymmetric VR 콘텐츠에서의 현존감, 경험을 검증하고 활용 방안을 분석하기 위하여 참가자들을 대상으로 한 설문 실험을 진행하였다. 설문 결과 asymmetric VR 콘텐츠의 목적과 이를 체험하는 사용자들간의 핵심 요인들을 명확히 구분하고, 정의한다면 모든 사용자가 만족하는 현존감과 함께 콘텐츠가 제시하는 독립적인 경험을 제공받을 수 있음을 확인하였다.

Keywords

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