• Title/Summary/Keyword: 3D virtual environment

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An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO - (가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 -)

  • Ryu, Sang-Hyun;Sur, Da-Eun;Kim, Kyeong-Mok;Ban, Jae-Eun;Huh, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.583-589
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    • 2022
  • Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.

A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.

An Implementation of a 3D Audio Production System Using Stereo Loudspeakers for Virtual Reality (가상현실을 위한 스테레오 스피커 기반 3차원 입체음향 재생 시스템 구현)

  • Kim, Yong-Guk;Lee, Young-Han;Kim, Hong-Kook
    • Proceedings of the KSPS conference
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    • 2006.11a
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    • pp.113-116
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    • 2006
  • In this paper, we first implement an audio playback system for virtual reality by providing 3D audio effects to listeners. In general, such a 3D audio playback system utilizes a sound localization technique using head related transfer function (HRTF) to generate 3D audio effect. However, the 3D audio effect is degraded due to the crosstalk in the stereo loudspeaker environment. To enhance the 3D sound effect, we implement the crosstalk cancellation technique proposed by Atal and Schroeder and apply it to the 3D audio system.

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A Study on Metaverse Hype for Sustainable Growth

  • Lee, Jee Young
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.72-80
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    • 2021
  • Metaverse is an immersive 3D virtual environment, a true virtual artificial community in which avatars act as the user's alter ego and interact with each other. If we do not manage the hype for the metaverse, which has recently been receiving a surge in interest, the metaverse will fail to cross the chasm. In this study, to provide stakeholders with insights for the successful introduction and growth of the 3D immersive next-generation virtual world, metaverse, we analyzed user-side interest, media-side interest, and research-side interest. For this purpose, in this study, search traffic, news frequency and topic, and research article frequency and topic were analyzed. The methodology and results of this study are expected to provide insight for the stable success of metaverse transformation and the coexistence of the real world and the virtual world through hyper-connection and hyper-convergence.

An Implementation Method of Virtual Environment Physical Properties (가상물체의 물리적 속성 구현 방법)

  • Im, Chang-Hyuck;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.25-32
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    • 2007
  • Computer graphics technology has advanced such that all objects can be represented within a computer display. However, because computer displays have a finite resolution, the variety of objects that can be realistically represented together in the same view is restricted by the difference in their relative size. In addition, objects cannot be rendered according to their physical properties in terms of real length units in current computer graphics technology. To solve these problems, we have defined a method that allows objects to be described using real-world physical property units, such as metric units, in a computer graphics system, and developed a 3D browser based on X3D, which implements the concept of relative proportion properties.

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QoE Framework for Haptic-based 3D Network Virtual Environment (촉감지원 3D 네트워크 가상환경을 위한 QoE 프레임워크)

  • Kim, Jong-Won;Lee, Seok-Hee;Son, Seok-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.646-656
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    • 2008
  • In this paper, the prototype of haptic-based NVE (networked virtual environment) QoE (quality of experience) is proposed. The proposed framework plays a role of providing users with realistic feeling by managing the system and network resources efficiently under time-varying networks and heterogeneous systems. Therefore, first IoPH (importance of presence for haptic interaction) is defined to quantitate the sense of real that the users feel now. Then we define the haptic-based NVE components required to satisfy the haptic interaction QoE requirements. Finally, QoE adaptation scheme is suggested, which adapts the haptic-based NVE components to current network and system constraints for better haptic interaction quality.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Detecting Water Pollution Source based on 2D fluid Analysis in Virtual Channel (가상하도 내에서 2차원 흐름분석을 통한 오염원의 유입 지점 탐색)

  • Yeon, Insung;Cho, Yongjin
    • Journal of Korean Society on Water Environment
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    • v.27 no.1
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    • pp.30-35
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    • 2011
  • 2D pollutant transport model was applied to the simulation of contaminant transport in the channel. At first, two kinds of virtual channels having different slopes were designed. The distribution of contaminant, which flows from one of the three drainages to the main channel, was simulated by each 2D model. Concentrations of 745 nodes were converted to input data of neural network model (Multi-perceptron) for training and verification using matrix. The first three cases (Case A-1, A-2, A-3) were used for training Multi-perceptron, the other three cases (Case B-1, B-2, B-3) were used for verification. As a result, Multi-perceptron reasonably divided the cases into the three characteristics which have different contaminant distributions due to the different input point of water pollution source. It can be a useful methodology for the water quality monitoring and backtracking.