• Title/Summary/Keyword: Immersive VR

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A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

A Study on the Development of Virtual Reality Framework for Visualizing Rotor Dynamics Data on Immersive VR Environments (몰입형 가상현실 환경에서의 로터 동역학 데이터 가시화를 제어하는 가상현실 프레임워)

  • Hur, Young-Ju;Kim, Min-Ah;Lee, Joong-Youn
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.271-274
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    • 2010
  • 컴퓨터에서 생성된 시뮬레이션의 결과는 일련의 가시화(VIsualization)라는 과정을 거치면서 컴퓨터 그래픽스 기술이 적용됨으로써 인간이 해석하기 쉬운 형태로 변형되게 된다. 연구자가 직관적으로 이해하기 어려운 수치의 나열로 구성돼 있던 시뮬레이션 데이터가 보다 쉽게 이해하고 분석할 수 있게 되는 것이다. 그런데, 최근에는 고성능 컴퓨터(HPC)의 발달로 인해 시뮬레이션 데이터의 크기가 점점 더 증가하는 추세에 있으며, 데이터의 크기가 기가바이트를 넘어 테라바이트에 이르는 경우도 흔해지고 있다. 기존의 가시화 시스템에서 복잡해진 가시화 데이터를 면밀하게 해석하기에는 많은 제약이 따르며, 그로 인해 고해상도 디스플레이 장치나 몰입형 가상현실 장치의 도입은 필연적일 수밖에 없다. 특히 현 시점에서 클러스터 시스템을 이용한 고해상도의 디스플레이 장치에서 사용자와 상호작용할 수 있는 인터페이스를 제공하는 방법은 가상현실 환경을 적절히 활용하는 것이 거의 유일하다 할 수 있겠다. 본 논문에서는 시뮬레이션 데이터, 특히 로터 동역학 분야의 시뮬레이션 데이터를 가상현실 환경에서 가시화하고 제어하는데 필요한 프레임워크와 인터페이스를 소개할 것이다. 이 프레임워크는 가상현실 환경에서 로터 동역학 분야의 시뮬레이션 데이터와의 실시간 상호작용을 통한 해석을 수행하는데 필요한 기반환경을 제공할 것이다.

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Verification Test on VVenC based MPEG MIV Framework (VVenC 기반 MPEG MIV 프레임워크 검증)

  • Oh, Kwan-Jung;Jeong, Jun Young;Lee, Gwangsoon;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.67-69
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    • 2021
  • 인공 지능, 사물 인터넷, 클라우드 컴퓨팅, 빅데이터, 모바일을 중심으로 시작된 4차 산업혁명은 최근 메타버스(Metaverse)시대로 자연스럽게 확장되어 가고 있다. 메타버스 시대의 핵심 기술인 VR(Virtual Reality)/AR(Augmented Reality)/MR(Mixed Reality)과 이를 디스플레이 하기 위한 HMD(Head Mounted Display)나 글래스(glass) 장치들은 사용자에게 고품질 영상뿐만 아니라 3차원 공간에 대한 6DoF(Degrees of Freedom)급의 자유도를 제공해야 한다. 이에 발맞춰 MPEG에서는 최근 실사 및 CG(Computer Graphics)로 제작된 다시점 텍스쳐 및 깊이 영상에 대한 효과적인 압축 방법을 찾기 위한 MIV(MPEG Immersive Video) 표준화를 진행중이다. 본 논문은 최신 2차원 압축 표준인 VVC(Verstitle Video Coding)를 기반으로 MPEG MIV 1.0 표준 프레임워크를 검증해본다. 특히 높은 압축율에 비해 복잡도가 높은 VVC 표준의 특성을 고려하여 HHI에서 개발한 최적화 코덱인 VVenC를 이용하여 압축 효율과 복잡도 관점에서 MIV 표준 활용을 위한 최적의 솔루션을 찾고자 한다.

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Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.120-128
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    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.

A Proposal of VST-HMD based XR Experience Framework for Immersive Cultural Heritage Site Education (몰입형 문화유산 현장 교육을 위한 VST-HMD 기반 XR 체험 프레임워크 제안)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.397-400
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    • 2020
  • 본 논문에서는 문화유산 현장에서의 몰입형 교육을 위한 VST(Video See-through) 방식의 HMD(Head Mounted Display) 기반 XR(eXtended Reality) 체험 프레임워크를 제안한다. 매장문화재적 요소가 강한 문화유산 현장의 경우 실물이 남아있지 않아 교육 및 체험 측면에서 흥미로운 정보 전달이 어렵다. 최근 모바일 기기의 대중적인 확산에 따라 이를 이용해 문화유산 현장에 소실된 문화유산을 AR(Augmented Reality)로 복원 및 시각화하거나 관련 정보를 제공하는 연구들이 이루어졌으며, 나아가 OST(Optical See-through) 방식의 안경형 AR 디스플레이를 활용하는 사례들도 등장했다. 그러나 이러한 연구들은 기기의 특성으로 인해 몰입감과 사용성 측면에서 한계점을 보였으며, 단순히 소실된 문화유산의 복원된 모습을 정적으로 시각화하는 것에 그쳐 문화유산 현장에 내재된 동적인 역사 스토리를 재현한다는 측면에서 부족한 점이 있었다. 본 논문에서는 문화유산 현장에서 VST-HMD를 이용하여 AR 기반의 정적 문화유산 시각화뿐만 아니라 VR(Virtual Reality) 기반의 동적 역사 스토리 애니메이션을 제공하는 XR 체험 프레임워크를 제안하여 더욱 몰입감 있고 만족스러운 문화유산 교육을 제공하는 방안에 대해 검토한다.

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A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Heterogeneous Sensor Coordinate System Calibration Technique for AR Whole Body Interaction (AR 전신 상호작용을 위한 이종 센서 간 좌표계 보정 기법)

  • Hangkee Kim;Daehwan Kim;Dongchun Lee;Kisuk Lee;Nakhoon Baek
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.7
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    • pp.315-324
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    • 2023
  • A simple and accurate whole body rehabilitation interaction technology using immersive digital content is needed for elderly patients with steadily increasing age-related diseases. In this study, we introduce whole-body interaction technology using HoloLens and Kinect for this purpose. To achieve this, we propose three coordinate transformation methods: mesh feature point-based transformation, AR marker-based transformation, and body recognition-based transformation. The mesh feature point-based transformation aligns the coordinate system by designating three feature points on the spatial mesh and using a transform matrix. This method requires manual work and has lower usability, but has relatively high accuracy of 8.5mm. The AR marker-based method uses AR and QR markers recognized by HoloLens and Kinect simultaneously to achieve a compliant accuracy of 11.2mm. The body recognition-based transformation aligns the coordinate system by using the position of the head or HMD recognized by both devices and the position of both hands or controllers. This method has lower accuracy, but does not require additional tools or manual work, making it more user-friendly. Additionally, we reduced the error by more than 10% using RANSAC as a post-processing technique. These three methods can be selectively applied depending on the usability and accuracy required for the content. In this study, we validated this technology by applying it to the "Thunder Punch" and rehabilitation therapy content.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

Omnidirectional Environmental Projection Mapping with Single Projector and Single Spherical Mirror (단일 프로젝터와 구형 거울을 활용한 전 방향프로젝션 시스템)

  • Kim, Bumki;Lee, Jungjin;Kim, Younghui;Jeong, Seunghwa;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.1-11
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    • 2015
  • Researchers have developed virtual reality environments to provide audience with more visually immersive experiences than previously possible. One of the most popular solutions to build the immersive VR space is a multi-projection technique. However, utilization of multiple projectors requires large spaces, expensive cost, and accurate geometry calibration among projectors. This paper presents a novel omnidirectional projection system with a single projector and a single spherical mirror.We newly designed the simple and intuitive calibration system to define the shape of environment and the relative position of mirror/projector. For successful image projection, our optimized omnidirectional image generation step solves image distortion produced by the spherical mirror and a calibration problem produced by unknown parameters such as the shape of environment and the relative position between the mirror and the projector. Additionally, the focus correction is performed to improve the quality of the projection. The experiment results show that our method can generate the optimized image given a normal panoramic image for omnidirectional projection in a rectangular space.