그림 1. 오큘러스가 개발 중인 HMD ‘Half Dome’ 가변초점 기능 Fig. 1. Varifocal function of the Half Dome HMD Oculus has been developing
그림 2. 페이스북 F8 2018에서 발표된 AI 포인트 클라우드 기반 VR 메모리즈 솔루션 Fig. 2. AI point cloud-based VR Memories announced at Facebook F8 2018
그림3. 홀로렌즈용 MRTouch 인터랙션 기술 Fig. 3. MRTouch interaction developed for Microsoft Hololens
그림 4. 가상현실 소셜 플랫폼 VRChat Fig. 4. VR social platform of VRChat
그림 5. VR 멀미 저감 방법 Fig. 5. Methods to reduce VR sickness
그림 6. 신체 동요 기반 멀미 측정 검증 실험 절차 Fig. 6. Experimental procedure to validate body sway correlates of VR sickness
그림 7. 멀미 그룹 (FG)에 속한 피험자의 VR 롤러코스터 체험 전, 중, 후에 따른 신체 동요(Center of Pressure, COP) 변화 정도 시각화(위), 페달을 통해 VR 체험 중 (15분간) 보고받은 주관 멀미도 시각화(아래) Fig. 7. Visualization of changes in COP data for a representative FG subject before, during, and after being exposed to VR roller coaster content (top) and that of the subjective data reported by putting a foot pedal during VR experience (15 min.) (bottom)
그림 8. 비멀미 그룹 (UFG)에 속한 피험자의 VR 롤러코스터 체험 전, 중, 후에 따른 신체 동요(Center of Pressure, COP) 변화 정도 시각화(위), 페달을 통해 VR 체험 중 (15분간) 보고받은 주관 멀미도 시각화(아래) Fig. 8. Visualization of changes in COP data for a representative UFG subject before, during, and after being exposed to VR roller coaster content (top) and that of the subjective data reported by putting a foot pedal during VR experience (15 min.) (bottom)
그림 9. VR 롤러코스터 체험 전, 중, 후에 따른 신체 동요(Center of Pressure, COP) 평균 변화 정도 비교: VR 멀미를 심하게 보고한 그룹 (Fatigued Group, FG)과 그렇지 않은 그룹(Unfatigued Group, UFG) Fig. 9. Change in COP data across subjects for each group as a function of task sections (before, during, and after being exposed to VR roller coaster content): Comparison between FG and UFG
그림 10. 멀미 그룹(FG)과 비멀미 그룹(UFG)에 따른 VR 롤러코스터 체험 중 측정된 주관 멀미도 비교: 일시적으로 심한 멀미감을 보고한 최초 시점 비교(좌), 일시적으로 심한 멀미감이 보고된 상대비율 비교(우) Fig. 10. Comparison of subjective VR sickness level measured by putting a foot pedal during being exposed to VR rollercoaster for FG and UFG: First time to report strong VR sickness (left) and relative ratio of strong VR sickness (right)
그림 11. 멀미 그룹 (FG)에 속한 피험자의 VR 롤러코스터 체험 전, 중, 후에 따른 뇌파 시각화: 인지로드의 바이오마커인 전두엽(이마 부분) 세타파 증가와 두정엽(정수리 뒷부분) 알파파 감소 패턴이 나타남 Fig. 11. Visualization of changes in EEG spectrum data for a representative FG subject before, during, and after being exposed to VR roller coaster content: Note that theta power at frontal sites increases and alpha power decreases at parietal sites with increasing cognitive load caused by accumulated visual load and the same pattern was observed in our experiment
참고문헌
- J. Lee, K. Suh, and S. Nam, "C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects," Journal of Broadcast Engineering, Vol.23, No.1, pp. 19-25, 2018, https://doi.org/10.5909/JBE.2018.23.1.19 (accessed Oct. 11, 2018).
- E. Kim, J. Kim, E. Yoo, and T. Park, "Study on Virtual Reality (VR) Operating System Prototype," Journal of Broadcast Engineering, Vol.22, No.1, pp. 87-94, 2017, https://doi.org/10.5909/JBE.2017.22.1.87 (accessed Oct. 11, 2018).
- H. Kwon and A. Hudson-Smith, "Redesigning Experience Consumption in Social VR Worlds: Decentralised Value Creation, Mobilisation, and Exchanges," 21st DMI: Academic Design Management Conference, London, United Kingdom, pp. 1-17, 2018.
- A. Yarramreddy, P. Gromkowski, and I. Baggili, "Forensic Analysis of Immersive Virtual Reality Social Applications: A Primary Accout," 2018 IEEE Security and Privacy Workshops (SPW), San Francisco, United States of America, pp. 186-196, 2018.
- L. Zhang, L. Sun, W. Wang, and J. Liu, "Unlocking the Door to Mobile Social VR: Architecture, Experiments and Challenges," IEEE Network, Vol.32, No.1, pp. 160-165, 2018, https://doi.org/10.1109/MNET.2017.1700014 (accessed Oct. 15, 2018)
- C. Zizza, et al., "Towards a Social Virtual Reality Learning Environment in High Fidelity," 2018 15th IEEE Annual Consumer Communications & Networking Conference (CCNC), Las Vegas, United States of America, pp. 1-4, 2018.
- Facebook Demos Next-gen VR Plans, https://www.cnet.com/news/apple- second-quarter-iphone-x-salesshow-wall-street-analysts-got-it-wrong (accessed May 03, 2018).
- Facebook can Reconstruct a 3D World from your Photos and Videos, https://petapixel.com/2018/05/02/facebook-can-reconstruct-a-3d-world-from-your-photos-and-videos (accessed May 04, 2018).
- R. Xiao, et al., "MRTouch: Adding Touch Input to Head-Mounted Mixed Reality," IEEE Transactions on Visualization and Computer Graphics, Vol.24, No.4, pp.1653-1660, 2018, https://doi.org/10.1109/TVCG.2018.2794222 (accessed Sep. 3, 2018).
- M. A. Fischler and R. C. Bolles, "Random Sample Consensus: A Paradigm for Model Fitting with Applications to Image Analysis and Automated Cartography," Communications of the ACM, Vol.24, No.6, pp.381-395, 1981, https://doi.org/10.1016/B978-0-08-051581-6.50070-2 (accessed Sep. 3, 2018).
- Looxid Labs wins a CES 2018 Best of Innovation Awards in Virtual Reality, http://looxidlabs.com (accessed May 10, 2018).
- J. A. Coan and J. J. B. Allen, "Frontal EEG Asymmetry as a Moderator and Mediator of Emotion," Biological Psychology, Vol.67, No.1, pp.7-50, 2004, https://doi.org/10.1016/j.biopsycho.2004.03.002 (accessed Sep. 3, 2018).
- S. Park, et al., "Non-Contact Measurement of Heart Response Reflected in Human Eye," International Journal of Psychophysiology, Vol.123, pp.179-198, 2018, https://doi.org/10.1016/j.ijpsycho.2017. 07.014 (accessed Sep. 3, 2018).
- J.-Y. Jung, et al., "Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement," The Journal of the Korea Contents Association, Vol.17, No.4, pp.200-208, April 2017. https://doi.org/10.5392/JKCA.2017.17.04.200
- S. Lee, A. Koo, and J. Jhung, Moskit: "Motion Sickness Analysis Platform for VR Games," IEEE International Conference on Consumer Electronics, Las Vegas, United States of America, pp. 17-18, 2017.
- H. G.F.A. and F. Fylan, "Two Visual Mechanisms of Photosensitivity," Epilepsia, Vol.40, No.10, pp.1446-1451, October 1999. https://doi.org/10.1111/j.1528-1157.1999.tb02018.x
- The Harding FPA is a Suite of Applications for Compliance with International Guidelines on Flashing and Spatial Patterns in Broadcast Video, http://www.hardingfpa.com (accessed May 16, 2018).
- E. Nalivaiko, et al., "Cybersickness Provoked by Head-mounted Display Affects Cutaneous Vascular Tone, Heart Rate and Reaction Time," Physiology & Behavior, Vol.151, pp. 583-590, https://doi.org/10.1016/j.physbeh.2015.08.043 (accessed Oct. 16, 2018).
- J. L. Dorado and P. A. Figueroa, "Ramps are Better than Stairs to Reduce Cybersickness in Applications Based on a HMD and a Gamepad," 2014 IEEE Symposium on 3D User Interfaces (3DUI), Minneapolis, United States of America, pp. 47-50, 2014.
- M. J. Cevette, et al., "Oculo-Vestibular Recoupling Using Galvanic Vestibular Stimulation to Mitigate Simulator Sickness," Aviation Space and Environmental Medicine, Vol.83, No.6, pp.549-555, June 2012. https://doi.org/10.3357/ASEM.3239.2012
- Top 5 Best Motion Sickness Bands & Wearables, https://heavy.com/ tech/2017/03/top-10-best-motion-sickness-bands-wearables (accessed May 18, 2018).
- A new ave of VR Motion Sickness Solutions is here, https://www.wareable.com/vr/new-wave-vr-motion-sickness-solutions (accessed May 18, 2018).
- S. Mun, et al., "SSVEP and ERP Measurement of Cognitive Fatigue Caused by Stereoscopic 3d," Neuroscience Letters, Vol.525, No.2, pp.89-94, 2012, https://doi.org/10.1016/j.neulet.2012.07.049 (accessed Sep. 3, 2018).
- S. Mun and M.-C. Park, "Affective Three-Dimensional Brain- Computer Interface Created Using a Prism Array-Based Display," Optical Engineering, Vol.53, No.12, pp.123105, 2014, https://doi. org/10.1117/1.OE.53.12.123105 (accessed Sep. 3, 2018).
- S. Mun, M.-C. Park, and S. Yano, "Performance Comparison of a SSVEP BCI Task by Individual Stereoscopic 3d Susceptibility," International Journal of Human-Computer Interaction," Vol.29, No.12, pp.789-797, 2013, https://doi.org/10.1080/10447318.2013.765289 (accessed Sep. 3, 2018).
- S. Mun, et al., "Effects of Mental Workload on Involuntary Attention: A Somatosensory ERP Study," Neuropsychologia, Vol.106, pp.7-20, 2017, https://doi.org/10.1016/j.neuropsychologia.2017.08.021 (accessed Sep. 3, 2018).
- S. Mun, E. S. Kim, and M. C. Park, "Effect of Mental Fatigue Caused by Mobile 3d Viewing on Selective Attention: An Erp Study," International Journal of Psychophysiology, Vol.94, No.3, pp.373-381, 2014, https://doi.org/10.1016/j.ijpsycho.2014.08.1389 (accessed Sep. 3, 2018).
- S. Mun, M.-C. Park, and S. Yano, "Evaluation of Viewing Experiences Induced by a Curved Three-Dimensional Display," Optical Engineering, Vol.54, No.10, pp.103104, 2015, https://doi.org/10.1117/1.OE.54.10.103104 (accessed Sep. 3, 2018).