• Title/Summary/Keyword: Augmented Reality Immersion

Search Result 93, Processing Time 0.016 seconds

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.10
    • /
    • pp.47-58
    • /
    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1009-1014
    • /
    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

  • PDF

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.383-390
    • /
    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.