• Title/Summary/Keyword: Immersive Virtual Reality

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Location-based Space-Time Interlinked Extended Reality using HMD (HMD를 이용한 위치 기반 시공간 연동 확장현실)

  • Ahyeon Park;Sangjoon Bae;Mijin Kim;Woohyun Lee;Dongho Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.133-140
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    • 2024
  • Extended Reality (XR) is an immersive technology that combines the real and virtual worlds and is being actively researched across various industries. This study proposes a method for utilizing the Meta Quest 3, a head-mounted display (HMD) that provides mixed reality, outdoors for the first time by leveraging the GPS information from a smartphone. Augmented virtual objects are positioned using location information and the orientation. Additionally, by using the features of the Meta Quest 3, virtual objects are made to appear alongside the real world, allowing users to interact with virtual objects through hand gestures. This study aims to link present and past spaces by using location information and photographs on the HMD, providing a novel experience of freely traversing time and space.

A Real Time 6 DoF Spatial Audio Rendering System based on MPEG-I AEP (MPEG-I AEP 기반 실시간 6 자유도 공간음향 렌더링 시스템)

  • Kyeongok Kang;Jae-hyoun Yoo;Daeyoung Jang;Yong Ju Lee;Taejin Lee
    • Journal of Broadcast Engineering
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    • v.28 no.2
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    • pp.213-229
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    • 2023
  • In this paper, we introduce a spatial sound rendering system that provides 6DoF spatial sound in real time in response to the movement of a listener located in a virtual environment. This system was implemented using MPEG-I AEP as a development environment for the CfP response of MPEG-I Immersive Audio and consists of an encoder and a renderer including a decoder. The encoder serves to offline encode metadata such as the spatial audio parameters of the virtual space scene included in EIF and the directivity information of the sound source provided in the SOFA file and deliver them to the bitstream. The renderer receives the transmitted bitstream and performs 6DoF spatial sound rendering in real time according to the position of the listener. The main spatial sound processing technologies applied to the rendering system include sound source effect and obstacle effect, and other ones for the system processing include Doppler effect, sound field effect and etc. The results of self-subjective evaluation of the developed system are introduced.

Visualization of Welded Connections based on Shader for Virtual Welding Training (가상현실 용접 훈련을 위한 쉐이더 기반 특수효과 표현)

  • Oh, Soobin;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.479-481
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    • 2019
  • In recent years, training systems in various industrial fields have been made using virtual reality (VR) technology and widely used in education. Virtual reality based training system is safe, there is no waste of material, and there are many advantages to be able to practice anytime and anywhere. For example, virtual reality welding training simulation system is widely used for field worker because it can perform actual joining of steel plate in immersive environment. At this time, realistic representation of the steel plate joint is important to maximize the effectiveness of the training, but existing techniques have limited the natural expression of the effect. In this study, we propose a method of visualizing joint effect based on shader in order to construct welding training system. The results of this study can be applied to the welding training system to improve the weld training effect to provide the user with high-quality visualization.

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Enhancing the digitization of cultural heritage: State-of-Practice

  • Nguyen, Thu Anh;Trinh, Anh Hoang;Pham, Truong-An
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1075-1084
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    • 2022
  • The use of Hi-Tech in cultural heritage preservation and the promotion of cultural heritage values in general, particularly artifacts, opens new opportunities for attracting tourists while also posing a challenge due to the need to reward high-quality excursions to visitors historical and cultural values. Building Information Modeling (BIM) and Hi-Tech in new building management have been widely adopted in the construction industry; however, Historic Building Information Modeling (HBIM) is an exciting challenge in 3D modeling and building management. For those reasons, the Scan-to-HBIM approach involves generating an HBIM model for existing buildings from the point cloud data collected by Terrestrial 3D Laser Scanner integrated with Virtual Reality (VR), Augmented Reality (AR), contributes to spatial historic sites simulation for virtual experiences. Therefore, this study aims to (1) generate the application of Virtual Reality, Augmented Reality to Historic Building Information Modeling - based workflows in a case study which is a monument in the city; (2) evaluate the application of these technologies to improve awareness of visitors related to the promotion of historical values by surveying the experience before and after using this application. The findings shed light on the barriers that prevent users from utilizing technologies and problem-solving solutions. According to the survey results, after experiencing virtual tours through applications and video explanations, participant's perception of the case study improved. When combined with emerging Hi-Tech and immersive interactive games, the Historic Building Information Modeling helps increase information transmission to improve visitor awareness and promote heritage values.

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A Study on the Development of Virtual Training System for Automated External Defibrillator (자동제세동기(AED) 가상훈련 시스템 개발에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1379-1385
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    • 2017
  • Virtual training is a kind of training that proceeds as if it were a real situation. In recent years, there has been a growing demand for experiencing a situation in which a virtual reality technology has not been experienced directly in the real world due to the rapid development of the technology. Especially, safety education is very necessary in Korea where safety accidents are caused by many disasters. Therefore, simulation of disaster response training using virtual reality is more urgent than ever. Although the automatic defibrillator is the medical device that is most needed to rescue patients with cardiac arrest, few people know how to use it. Therefore, there are very few cases where the use of automatic defibrillators has saved the patient's life in Korea. The proposed Automated External Defibrillator virtual training system enables immersive and experiential training in real situations and effective training at low cost.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

Size Perception Analysis on Smartphone-based Immersive Virtual Environment (스마트폰 기반 몰입형 가상 환경에서의 크기 인지 분석)

  • Kim, Nam-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1067-1073
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    • 2021
  • Participants in the virtual environment will have an immersive and memorable perceived experience through interacting with virtual objects. Recently, commercial virtual reality technologies have released simple and cost-effective smartphone-based head-mounted displays (HMD) and high-quality wide field-of-view (FOV) HMDs. However, due to the vergence-accommodation conflict structure of HMD and the learned cognition mechanism in real, side effects such as dizziness and nausea remain challenging to overcome. This study focuses on consistent size perception among various cognitive difference factors, which are essential for interaction with virtual objects. We verified whether the visual angle, which affects the size perception of an object in real, is also the main factor in the virtual environment. Our experiments derived the relation between the visual angle and the environmental components, shadow, and grid, which help perceive a virtual object. As a result of the regression analysis, we presented that in the small FOV HMD environment, the visual angle affects size perception, and the relation between the shadow and the grid is statistically significant.

Development of VR Ship Environment for The Educational Training of Ship Survey (선박 검사 교육훈련을 위한 VR 선박 환경 구축)

  • Kil, WooSung;Son, Myeong-Jo;Lee, Jeong-Youl
    • Journal of the Society of Naval Architects of Korea
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    • v.55 no.4
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    • pp.361-369
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    • 2018
  • The ship surveyor makes a scheme of reasonable ship operation by examining whether the ship has been properly constructed in accordance with the rule of classification societies and international conventions or whether the facilities of the ship in operation meet the standard stipulated by law. Even though the ship surveyors of classification society generally consist of people who have the skill of design or operation of a ship, it takes a long time to train a surveyor to the maturity level. This paper describes the development of survey simulator based on virtual ship environment that enables the surveyor minimize trial and errors to survey the ships. By using VR(Virtual Reality) based survey simulator, surveyors possibly achieve improvement of competence in survey quality by means of safe and immersive training environment. In order to improve the usability and utility of the VR simulator, the ship 3D model has been generated using 3D CAD model for design and production in shipyard. Through this, we suggested the possibility of consistent use of 3D model as the digital twin of a ship.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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