• Title/Summary/Keyword: Immersive experience

Search Result 167, Processing Time 0.026 seconds

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.196-201
    • /
    • 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.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.172-177
    • /
    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

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

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
    • /
    • v.21 no.1
    • /
    • pp.20-30
    • /
    • 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.

Development of an evaluation tool model for the effective measurement of cyber motion sickness in immersive virtual reality

  • Kim Seung Uk
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.2
    • /
    • pp.345-352
    • /
    • 2024
  • We are designed to solve cyber motion sickness, an important task that must be addressed for the growth of the virtual reality content industry. Not only the industry but also academia are paying a lot of attention. However, despite long interest and research on the phenomenon of cyber motion sickness, a solution has not been drawn. This is deeply related to the lack of tools that can effectively measure cyber motion sickness. Therefore, in this paper, prior studies on cyber motion sickness were analyzed to develop a tool that can effectively measure cyber motion sickness when users experience immersive virtual reality. The measurement method of cyber motion sickness used in previous studies, each characteristic and limitation, and common factors related to cyber motion sickness were analyzed. Each of the related factors was derived as sub-factors. Based on the analyzed contents, an effective cyber motion sickness measurement evaluation tool model in immersive virtual reality was presented. It is expected that the evaluation tool model can be used for the study of cyber motion sickness.

A Study on Immersive Interaction Between HMD User and Non-HMD User for Presence of Asymmetric Virtual Reality (비대칭 가상현실에서의 현존감을 위한 HMD 사용자와 Non-HMD 사용자간 몰입형 상호작용에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.3
    • /
    • pp.1-10
    • /
    • 2018
  • This study proposes an immersive interaction optimized for the user's experience environment to provide an improved presence for both HMD and Non-HMD users in the asymmetric virtual reality (VR) environment. The core of the proposed immersive interaction is to distinguish the differences of the asymmetric environment between the HMD and Non-HMD users and present the optimized interaction to the user. And, in order to increase the presence by providing improved immersion in the asymmetric virtual reality environment given to each user, we design the walking interaction to improve the immersion of space for the HMD users, a hand-based interface that improves immersion by fully understanding and managing the situation through direct control. Finally, through the experiment using questionnaire, it is verified that the immersive interaction provides all users with an enhanced presence and specialized experience in each environment experience. Through these processes, we confirmed that the Non-HMD user can be immersed in an asymmetric virtual reality using by proposed interaction as participant rather than assistant with HMD user.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
    • /
    • v.20 no.6
    • /
    • pp.75-88
    • /
    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

Enhanced pruning algorithm for improving visual quality in MPEG immersive video

  • Shin, Hong-Chang;Jeong, Jun-Young;Lee, Gwangsoon;Kakli, Muhammad Umer;Yun, Junyoung;Seo, Jeongil
    • ETRI Journal
    • /
    • v.44 no.1
    • /
    • pp.73-84
    • /
    • 2022
  • The moving picture experts group (MPEG) immersive video (MIV) technology has been actively developed and standardized to efficiently deliver immersive video to viewers in order for them to experience immersion and realism in various realistic and virtual environments. Such services are provided by MIV technology, which uses multiview videos as input. The pruning process, which is an important component of MIV technology, reduces interview redundancy in multiviews videos. The primary aim of the pruning process is to reduce the amount of data that available video codec must handle. In this study, two approaches are presented to improve the existing pruning algorithm. The first method determines the order in which images are pruned. The amount of overlapping region between the source views is then used to determine the pruning order. The second method considers global region-wise color similarity to minimize matching ambiguity when determining the pruning area. The proposed methods are evaluated under common test condition of MIV, and the results show that incorporating the proposed methods can improve both objective and subjective quality.

Improving immersive video compression efficiency by reinforcement learning (강화학습 기반 몰입형 영상 압축 성능 향상 기법)

  • Kim, Dongsin;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.33-36
    • /
    • 2021
  • In this paper, we propose a new method for improving compression efficiency of immersive video using reinforcement learning. Immersive video means a video that a user can directly experience, such as 3DOF+ videos and Point Cloud videos. It has a vast amount of information due to their characteristics. Therefore, lots of compression methods for immersive video are being studied, and generally, a method, which projects an 3D image into 2D image, is used. However, in this process, a region where information does not exist is created, and it can decrease the compression efficiency. To solve this problem, we propose the reinforcement learning-based filling method with considering the characteristics of images. Experimental results show that the performance is better than the conventional padding method.

  • PDF

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
    • /
    • v.18 no.12
    • /
    • pp.507-512
    • /
    • 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.

Yoga of Consilience through Immersive Sound Experience (실감음향 체험을 통한 통섭의 요가)

  • Hyon, Jinoh
    • Journal of Broadcast Engineering
    • /
    • v.26 no.5
    • /
    • pp.643-651
    • /
    • 2021
  • Most people acquire information visually. Screens of computers, smart phones, etc. constantly stimulate people's eyes, increasing fatigue. In this social phenomenon, the realistic and rich sound of the 21st century's state-of-art sound system can affect people's bodies and minds in various ways. Through sound, human beings are given space to calm and observe themselves. The purpose of this paper is to introduce immersive yoga training based on 3D sound conducted together by ALgruppe & Rory's PranaLab and to promote the understanding of immersive audio system. As a result, people, experienced immersive yoga, not only enjoy the effect of sound, but also receive a powerful energy that gives them a sense of inner self-awareness. This is a response to multidisciplinary exchange required by the knowledge of modern society, and at the same time, informs the possibility of new cultural contents.