• Title/Summary/Keyword: Immersive Virtual Reality (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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    • 제9권4호
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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.

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

  • 허준원;변혁
    • 트랜스-
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    • 제13권
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    • pp.17-34
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    • 2022
  • 본 논문은 가상세계를 다루는 AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소를 연구한다. 이를 위해 선행적으로 몰입감 가상세계와 가상현실의 차이와 특징을 정리하였으며, 현재까지 개발된 가상세계의 현실감을 만들기 위한 몰입 요소에 대한 분석을 진행하였다. 몰입 요소를 감각 기관 중심으로 분류하여 크게 시각, 지각, 촉각, 청각 등의 감각적 몰입 요소와 기술적 몰입 요소를 나누어 연구하였으며, 이 요소 간의 상관관계를 살펴 몰입감 향상을 위한 콘텐츠 설계의 기준을 제한한다.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • 제21권2호
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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.

몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구 (A Comparative Analysis of User Experience in Home Energy Saving Awareness Using Immersive Virtual Reality and Mobile Augmented Reality)

  • 최성호;이명훈;이재열
    • 한국CDE학회논문집
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    • 제21권4호
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    • pp.397-408
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    • 2016
  • VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.

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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    • 제15권4호
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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.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

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

  • 김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제25권2호
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    • pp.1-9
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    • 2019
  • 본 연구는 몰입형 가상현실에서의 상호작용 과정에서 사용자의 몰입을 높여 향상된 현존감을 제공하는 손 기반 인터페이스에 대한 비교 실험을 진행한다. 몰입형 가상현실에서 사용자에게 장비의 부담을 최소화하면서 동시에 손을 보다 직접적으로 사용하여 가상 환경과 객체를 제어할 수 있는 몰입형 체험 환경을 제공하기 위하여 손 동작 인식 센서 기반 상호작용과 컨트롤러 기반 상호작용의 두 가지 실험 인터페이스를 설계한다. 손 동작 인식 센서 기반 상호작용은 VR (virtual reality) HMD (head mounted display) 외에 추가적인 장비를 사용하는 대신 정확한 손의 움직임과 직접적인 제스쳐 및 동작 표현을 가상 환경에 반영한다. 컨트롤러 기반 상호작용은 VR HMD와 함께 제공되는 컨트롤러를 쉽게 활용할 수 있도록 손의 제스쳐와 컨트롤러의 키를 매핑시킨 일반화된 인터페이스를 설계한다. 이러한 과정을 통해 본 연구는 손을 활용한 가상현실에서의 상호작용이 사용자의 편리함과 직관성에 측면에서 현존감에 미치는 영향을 비교 실험을 통해 확인한다.

How Immersive VR Technology Enhances Learning Effectiveness?

  • Yuan-han Fang;Yerim Chung
    • 아태비즈니스연구
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    • 제15권3호
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    • pp.47-66
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    • 2024
  • Purpose - This study aimed to investigate the impact of immersive virtual reality (VR) technology on learning effectiveness in museum environments by integrating experience economy theory and flow theory. Design/methodology/approach - Survey data were collected from 200 participants who experienced VR in a museum setting. A PLS path analysis was conducted to examine the relationships between key variables. Findings - The study found that the three main VR features-interactivity, vividness, and novelty-had significant positive effects on the four experiential dimensions of the experience economy: educational, entertainment, escapist, and esthetic experiences, with the exception of novelty not impacting esthetic experience. Among these dimensions, only educational experiences significantly influenced perceived learning effectiveness, and this relationship was mediated by the flow state. Research implications or Originality - This research provides valuable insights into how immersive VR can enhance learning effectiveness in museums. It emphasizes the importance of focusing on educational experiences and suggests that achieving a flow state is crucial for improving learning outcomes in VR-based museum experiences.

가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구 (Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment)

  • 박경범;이재열
    • 한국CDE학회논문집
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    • 제21권1호
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.1209-1216
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    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

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