• Title/Summary/Keyword: 몰입형 경험

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A study on the immersive experience in preparation for the era of autonomous ships (자율운항선박시대를 대비한 몰입형 자율운항 경험에 관한 연구)

  • Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.70-71
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    • 2020
  • In the era of autonomous ships, artificial intelligence technology will be able to provide a more advanced immersive experience by combining AR and VR. Immersion technology can provide a real-like experience and sensibility by dazzling the five senses of the user. In autonomous operation through VR or AR, it is necessary to provide a natural environment in which seafarers can immerse themselves in navigation and interact with virtual ships. In this study, in preparation for the era of autonomous ships, what are the key characteristics that seafarer can realize immersive user experience during autonomous navigation through VR or AR.

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Design and Implementation of 6DoF supported 360VR Test Platform (6DoF지원 360VR 테스트 플랫폼 설계 및 구현)

  • Yun, Kugjin;Jung, Jun Young;Yun, Joungil;Cheong, Won-sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.250-252
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    • 2018
  • 최근 차세대 미디어 중 하나로 가상의 공간내에서 현실적인 경험과 환경을 사용자에게 제공해 줄 수 있는 몰입형 미디어가 각광받고 있다. 이러한 가상현실 세계를 제공할 수 있는 VR미디어의 등장은 몰입형 미디어가 점차적으로 추구하는 실감서비스의 발전 형태를 단적으로 보여주고 있으며 사용자의 움직임에 따라 보다 자연스러운 현실감 및 몰입감을 지원하는 노력이 지속적으로 연구되고 있다. 이러한 추세를 반영하듯, MPEG은 최대 6DoF 사용자 움직임을 지원함과 동시에 고해상도의 VR 해상도를 제공하는 몰입형 미디어 요소기술 개발을 위하여 MPEG-I(Immersive) 표준화를 진행 중에 있다. 본 논문은 종래 3DoF 움직임(회전운동)을 지원함과 동시에 병진운동에 따라 360VR영상 내 가상시점을 매핑함으로써 보다 자연스러운 몰입감을 제공할 수 있는 6DoF지원 360VR 테스트 플랫폼을 제안한다.

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A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

Effects of Immersive Virtual Reality English Conversations on Language Anxiety and Learning Achievement (몰입형 가상현실 영어 회화 학습이 언어불안감과 학습 성취도에 미치는 영향)

  • Jeong, Ji-Yeon;Jeong, Heisawn
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.321-332
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    • 2021
  • This study developed an English conversation learning program using virtual reality(VR) and mobile devices. Participants learned and practiced English conversational patterns in immersive virtual reality and mobile conditions. In the program, participants learned and practiced nine conversational patterns with virtual characters in four steps. Language anxiety and conversational fluency were measured to examine the effects of this program. Language anxiety questionnaire was administered before and after the experiment. The results showed that language anxiety was significantly reduced after learning in both conditions, and the reduction waa significantly greater in the immersive condition. Conversational fluency was assessed based on the changes in the length, appropriateness, and accuracy of the responses before and after participants learned and practiced conversational episodes. The results showed that the length, appropriateness, and accuracy of the responses were improved in both conditions after learning. The response length was significantly longer in the immersive VR conditions. These results suggest that immersive VR can be an effective tool to enhance English conversational abilities.

Development, limitations, and prospects of digital equipment for immersing realistic content (실감형 콘텐츠 몰입을 위한 디지털 장비 개발과 한계 및 전망)

  • Jung, Yu Seul;Woo, So hyeon;Jeon, Hae Joo;Han, Jeong Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.502-504
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    • 2022
  • Find out what kinds of equipment development and types of realistic content, which maximizes human five senses to provide a similar experience, and find out the growth potential of the realistic content industry and how to experience the perfect immersion experience. And study which method is the best development.

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A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

A Method of Hole Filling for Atlas Generation in Immersive Video Coding (몰입형 비디오 부호화의 아틀라스 생성을 위한 홀 채움 기법)

  • Lim, Sung-Gyun;Lee, Gwangsoon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.75-77
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    • 2021
  • MPEG 비디오 그룹은 제한된 3D 공간 내에서 움직임 시차(motion parallax)를 제공하면서 원하는 시점(view)을 렌더링(rendering)하기 위한 표준으로 TMIV(Test Model for Immersive Video)라는 테스트 모델과 함께 효율적인 몰입형 비디오의 부호화를 위한 MIV(MPEG Immersive Video) 표준을 개발하고 있다. 몰입감 있는 시각적 경험을 제공하기 위해서는 많은 수의 시점 비디오가 필요하기 때문에 방대한 양의 비디오를 고효율로 압축하는 것이 불가피하다. TMIV 는 여러 개의 입력 시점 비디오를 소수의 아틀라스(atlas) 비디오로 변환하여 부호화되는 화소수를 줄이게 된다. 아틀라스는 선택된 소수의 기본 시점(basic view) 비디오와 기본 시점으로부터 합성할 수 없는 나머지 추가 시점(additional view) 비디오의 영역들을 패치(patch)로 만들어 패킹(packing)한 비디오이다. 본 논문에서는 아틀라스 비디오의 보다 효율적인 부호화를 위해서 패치 내에 생기는 작은 홀(hole)들을 채우는 기법을 제안한다. 제안기법은 기존 TMIV8.0 에 비해 1.2%의 BD-rate 이 향상된 성능을 보인다.

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Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.