• Title/Summary/Keyword: Immersive VR

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A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.194-203
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    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2305-2327
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    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

Applied Practices on the Application of VR/AR/MR Technologies to LVC Training Systems

  • Jong-Hoon Lee;Hun-Keun Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.149-159
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    • 2023
  • The Republic of Korea (ROK) Army is developing the Army Synthetic Battlefield Training System and plans divisional-level Live, Virtual, and Constructive (LVC) integrated training. This study proposes a plan to apply VR/AR/MR (Virtual Reality/Augmented Reality/Mixed Reality) technology to LVC integrated training systems to enhance the efficiency and effectiveness of future LVC integrated training. The study investigated immersive military training systems in the ROK and advanced countries. As a result, we confirm that immersive technology can significantly improve the efficiency and effectiveness of military training. Accordingly, we review the key technologies required for building a defense training system with immersive features and propose training subjects that can be enhanced in effectiveness and efficiency when built with an immersive approach. We also propose a plan to apply immersive technology to the Live, Virtual, and Constructive systems for the development of future LVC integrated training system.

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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A Study on Comparative Experiment of Hand-based Interface in Immersive Virtua Reality (몰입형 가상현실에서 손 기반 인터페이스의 비교 실험에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.1-9
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    • 2019
  • This study compares hand-based interfaces to improve a user's virtual reality (VR) presence by enhancing user immersion in VR interactions. To provide an immersive experience, in which users can more directly control the virtual environment and objects within that environment using their hands and, to simultaneously minimize the device burden on users using immersive VR systems, we designed two experimental interfaces (hand motion recognition sensor- and controller-based interactions). Hand motion recognition sensor-based interaction reflects accurate hand movements, direct gestures, and motion representations in the virtual environment, and it does not require using a device in addition to the VR head mounted display (HMD). Controller-based interaction designs a generalized interface that maps the gesture to the controller's key for easy access to the controller provided with the VR HMD. The comparative experiments in this study confirm the convenience and intuitiveness of VR interactions using the user's hand.

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.

The Effects of Training with Immersive Virtual Reality Devices on Balance, Walking and Confidence in Chronic Stroke Patients

  • Hyun-min Moon;Ho-dong Gwak;Jang-hoon Shin;Na-eun Byeon;Wan-hee Lee
    • Physical Therapy Rehabilitation Science
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    • v.13 no.2
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    • pp.250-260
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    • 2024
  • Objective: This study aimed to explore the effects of balance training using fully immersive VR devices on the balance and walking abilities of stroke patients. Design: Randomized controlled trial Methods: This study involved 54 stroke patients divided into three groups: VRT(VR and traditional physical therapy), VR(VR only), and TPT(traditional physical therapy only). Interventions were administered twice daily for 30 minutes over eight weeks. Outcome measures included the Berg Balance Scale, Timed Up and Go Test, 10-meter walk test, gait analysis, and Activities-specific Balance Confidence Scale. Results: The VRT and VR groups showed significant effects on spatiotemporal variables and confidence compared to the TPT group (p<0.05). Specifically, the VR group demonstrated superior effects in TUG, 10MWT, velocity, stride length, single-leg support, and ABC compared to the other two groups (p<0.05). Conclusions: Fully immersive VR balance training had a positive impact on balance, walking, and confidence in chronic stroke patients. Traditional physical therapy alone showed limited effectiveness, highlighting the potential of VR-based interventions in stroke rehabilitation. These findings underscore the importance of integrating VR technology into clinical practice to enhance outcomes for stroke survivors.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.