• Title/Summary/Keyword: 가상현실

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A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.

Implementation of Virtual Collaboratory on CAVE Environments - Virtual KyungBok Palace 1868 (CAVE 환경에서의 문화재 가상협업 환경 구축 - 가상 경복궁 1868)

  • Hur, YoungJu;Lee, JoongYeon;Joh, MinSu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.825-828
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    • 2004
  • 몰입형 가상현실 시스템의 발전은 더욱 현실감 있는 가상 현실의 구현을 가능케 했으며, 이런 몰입형 가상 현실의 현실감으로 인해 자동차 설계나 시뮬레이션 실험 등의 공학 분야에서부터 의료 분야에 이르기까지, 가상 현실은 그 실용 범위를 꾸준히 넓힐 수 있었다. 최근에는 문화재 복원 분야에 몰입형 가상현실 시스템을 사용하는 연구가 활발하게 이뤄지고 있으며, 가상현실과 네트워크 환경을 접목해서 원거리에 있는 시스템 사용자들 간에 컨텐츠를 공유하고 상호작용을 교류하는 가상 협업 시스템도 실용화 단계에 이르렀다. 본 논문에서는 가상협업환경에 가상 문화재 복원이라는 컨텐츠를 접목시킨 소프트웨어의 설계와 구현에 관해 논한다. 복원에 사용된 컨텐츠는 1868 년 흥선대원군이 중건했을 당시의 경복궁이며, 경복궁의 3D 모델링 데이터를 몰입형 가상 현실 시스템인 CAVE 환경에서 가시화하고 협업 환경을 구축하는데 구현의 초점을 맞추었다. 몰입형 가상 현실을 사용한 협업 시스템은 협업환경을 필요로 하는 모든 응용 분야를 확장해서 사용자의 이해도와 체험도를 최대로 이끌어낼 수 있으므로, 향수 다양한 분야로 그 범위를 확장해서 적용할 수 있다.

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Analysis of Muscle On-set Time of Fully Immersive Virtual Reality Motions and Actual Motions in Healthy Adults (정상성인에서의 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간의 분석)

  • Park, Tae-Sung;Kang, Jong-Ho;Kim, In-Bae
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.173-177
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    • 2018
  • This study compared the muscle on-set time of fully immersive virtual reality motions with that of actual motions to if there difference. The subjects were 30 healthy adults subjects and compared the virtual reality moction group(punch, archery) and actual motion group(punch, archery) muscle on-set time. In this study, there was no significant difference between the virtual reality motion group and actual motion group muscle on-set time(p>0.05). Fully immersive virtual reality is deemed to be applicable for use in physical therapy. In future studies, it is necessary to investigate whether a fully immersive virtual reality can be applied to patients.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.19-28
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    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.446-460
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    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

Travel Guidebook using Augmented Reality (증강현실을 활용한 여행 가이드 북)

  • Jeong, Yerin;Ju, Hajeong;Ko, Jooyoung;Kim, Hyenki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.168-170
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    • 2017
  • 증강현실이란 가상현실을 활용하되 현실세계에 가상현실을 일부 겹쳐 보이게 하는 컴퓨터 그래픽 기법으로, 본 논문에서는 증강현실을 활용하여 여행 가이드북을 설계하고 구현하였다. 스탬프 투어 기능은 별도의 템플릿이나 종이 없이 스마트 폰 어플리케이션만으로 증강현실로 보이는 스탬프를 터치하는 방식으로 스탬프를 모을 수 있게 설계하였다. 문화재 해설 기능의 경우 궁 혹은 박물관 내에서 활용이 가능하며, 가상현실로 궁의 각 시설이나 문화재의 제작 목적, 사용방법에 대해서 영상으로 제공하여 이해도와 관심도를 높일 수 있다는 특징이 있다. 두 기능 모두 스마트 폰 어플리케이션 설치만으로 가능한 기능으로 시간의 제약이나 특별한 장비 없이 가상현실로 활용한 여행을 할 수 있다는 점에서 사용자에게 편리함을 줄 수 있다.

The Effect of Experienced Memory on Virtual Reality Contents Satisfaction (경험이 가상현실 콘텐츠 만족도에 미치는 영향)

  • Jin, Hwa-Soo;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.622-624
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    • 2018
  • 인간에게 경험이란 삶의 흔적이며 과정이다. 어떤 경험을 했는지, 느낌을 갖게 되었는지, 본적이 있는지, 만진 적이 있는지 등 다양한 인지 요소들은 그 기억만으로 그 인간의 특성이 되고 성질이 된다. 이러한 모든 경우를 재인이라고 한다. 이러한 기억 인출 단서들이 현존감이 강한 가상환경에서 발견되느냐, 발견되지 않느냐에 따라 미디어적 환상성이 아닌 사용자에게 가상에서의 '현실'을 제공하는 중요 요소로 작용할 것이다. 또한 가상현실 콘텐츠의 이해가 미숙한 사용자라도 가상환경에서 선행경험에 대한 재인요소를 제공받을 수 있는 중요한 단서가 될 수 있다면, 콘텐츠에 대한 높은 만족감을 기대할 수 있을 것이다. 본 연구는 가상현실 콘텐츠의 만족도를 올리는 요소로서, 재인에 대하여 고찰하고 개인의 재인과 가상현실 콘텐츠 만족과의 상관관계를 연구하여 양질의 콘텐츠 서비스를 제공하는데 기여하고 가상현실을 경험하는 사용자의 심리적인 영역까지 이해의 폭을 넓히고자 함이다.

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Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

A Study on the Effectiveness of Military Counseling Practice Education using Virtual Reality (가상현실을 활용한 병영상담 실습교육 효과 연구)

  • Min, Seunghee;Kim, Doheon;Kim, Yeekhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.527-535
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    • 2021
  • This study examined the reality of military counseling education applied by the Army and studied the effects of military counseling training using virtual reality. First, we explored the cases of virtual reality application related to counseling, reviewed the virtual reality technology that can be benchmarked in the Army military counseling education, and examined the applicable technology. We classified the education method and the curriculum for the students and tested the difference using the analysis of variance, which is a statistical analysis method, through the satisfaction measurement of the current education. In addition, after having students experience virtual reality contents, the effects of practical training applied with virtual reality technology were derived and the difference in actual training was compared and analyzed through T-test. Then, the reliability of the study was improved by analyzing the effects of practical training using virtual reality by using the Analytic Hierarchy Process for the expert group who can consider the overall situation. Based on the results of the analysis, the development plan of military counseling training combined with virtual reality technology and the supplements of current military counseling education were presented as policy implications.