Fig. 1. The Evolution of Virtual Reality, Syracuse Univ, 2016
Fig. 2. Soundscape VR, 2015
Fig. 3. Animusic, 1995
Fig. 4. Animusic, Pipe Dream
Fig. 5. Step Sequencer Control System
Fig. 6. 4 Areas for Step Sequencer Control System
Fig. 7. Step Sequencer Test for Ableton Live
Fig. 8. Suboac M2 vibration waistcoat
Fig. 9. put on Oculus HMD and vibration waistcoat
Fig. 10. Final Step Sequencer Control System
Fig. 11. Step Sequencer Final Performance
Table 1. HMD Devices
Table 2. Case by VR
Table 3. Main experiential value of VR
Table 4. In VR, the elements of presence and immersion
참고문헌
- Unity Korea. (2016). Mobile VR mobile games market report, Seoul. 6-8.
- M. S. Jo. (2007). Originality of Pack Nam-june's art seen by the extension of medium, Hongik Graduate School of Education, University. 46.
- S. H. Oh. (2017). A study on convergence interactive video system utilizing Launch pad, - Focusing on step squencer, The Society of Digital Policy & Management, 446.
- Y. J. Chang, C. G. Oh & H. G. Kim. (2013). The Interaction in Media Art Works Based on Big Data, Korea Design Knowledge Journal, 28, 143-152.
- E. S. Choi, Y. H. Young & H. G. Kim. (2014). A Study of Interactive Music Video based on User Involvemen, Korea Design Knowledge Journal, 30, 301-311.
- J. Lanier. (2016). The Evolution of Virtual Reality, https://communications.syr.edu/blog/virtual-reality-infographic/
- T. Holic. (2016). Understanding of Virtual Reality, http://truemind1.blogspot.com/2016/09/03-3.html
- S. Sneek. (2015). Soundscape VR Step Squencer, https://vrjam.devpost.com/submissions/36175-soundscape-vr
- Animusic. (1995). Drum Machine & Pipe Dream, http://www.animusic.com
- H. C. Moon. (2016). VR ecosystem - that explores VR's three experiential values, Korea Creative Content Agency, K-Contents, 19, 12-13.
- S. H. Oh .(2018). VR Convergence Design, Seoul. Koomin University Press.
- S. H. Jung, M. J. Kim, H. W. Kim, Y. H. Lee & J. S. Han. (2018). Virtual Reality Game Development Guide and Case Study, Korea Creative Content Agency, 19-20.
- J. E. Bae & S. I. Kim. (2014). Development Strategy of Serious Game for Improvement of Social Perception on Game - Focus on Virtual Reality, KODDCO 2014 Conference, 433-434
- Subpac M2. (2016). The SubPac M2 let's you experience deep bass in your body, https://subpac.com
- L. Kelly. (2016). Your brain on Virtual Reality, https://www.linkedin.com/pulse/your-brain-virtual-reality-lauren-kelly
- Y. J. Yoo. (2017), Case Analysis of the performance contents using virtual reality technology, Journal of the Korea Convergence Society, 8(5), 145-153 https://doi.org/10.15207/JKCS.2017.8.5.145
- J. Y. Koo & S. I. Kim. (2018), User Experience Evaluation of VR Service Platform - Focused on Oculus and NOON VR -, Journal of the Korea Convergence Society, 9(8), 143-148 https://doi.org/10.15207/JKCS.2018.9.8.143