• Title/Summary/Keyword: Immersive experience

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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.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

An analysis study on the place and interactivity of immersive performances : Focusing on (이머시브 공연의 장소성과 상호작용성 분석 : <안산순례길>을 중심으로)

  • Sung, Ji-Sun
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.183-204
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    • 2021
  • This study analyzed the placement and interactivity of the immersive performance . In the sense of place, it was analyzed that first, walked and followed the living spaces and streets of the victims of the Sewol ferry, and second, through this, the participants induce a transfer experience to become the main character of the performance. In terms of interactivity, participants were able to carry out various forms of participation, and as a result, they analyzed that they had relieved debt consciousness or exerted healing effects. In addition, it was confirmed that they pursued solidarity and sympathy by focusing more on the city 'Ansan' rather than the story of the Sewol ferry. Through these results, it can be seen that has many social functions, a variety of art forms, and is differentiated from other immersive performances. So, it is necessary to consider the continuous holding.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.11-20
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    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.

Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

A DNN-Based Personalized HRTF Estimation Method for 3D Immersive Audio

  • Son, Ji Su;Choi, Seung Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.161-167
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    • 2021
  • This paper proposes a new personalized HRTF estimation method which is based on a deep neural network (DNN) model and improved elevation reproduction using a notch filter. In the previous study, a DNN model was proposed that estimates the magnitude of HRTF by using anthropometric measurements [1]. However, since this method uses zero-phase without estimating the phase, it causes the internalization (i.e., the inside-the-head localization) of sound when listening the spatial sound. We devise a method to estimate both the magnitude and phase of HRTF based on the DNN model. Personalized HRIR was estimated using the anthropometric measurements including detailed data of the head, torso, shoulders and ears as inputs for the DNN model. After that, the estimated HRIR was filtered with an appropriate notch filter to improve elevation reproduction. In order to evaluate the performance, both of the objective and subjective evaluations are conducted. For the objective evaluation, the root mean square error (RMSE) and the log spectral distance (LSD) between the reference HRTF and the estimated HRTF are measured. For subjective evaluation, the MUSHRA test and preference test are conducted. As a result, the proposed method can make listeners experience more immersive audio than the previous methods.

Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.

A Study on Immersive Tour Experience Systems (몰입적 체험관광 지원 시스템에 대한 연구)

  • Park, Do-Yun;Nam, Tek-Jin;Shi, Chung-Kon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.63-68
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    • 2006
  • 본 논문은 옛 궁궐 또는 민속마을과 같이, 어떠한 사건 또는 상황과 관계 있는 문화관광지를 관광하는데 있어서 몰입적 체험관광 시스템이 갖는 효용성을 탐구한다. 현재까지 대부분의 국내 문화관광지는 정적이고 정보전달 중심인 고전적 관람 형태를 유지하고 있다. 이는 관광 형태가 새로운 경험을 추구하는 방향으로 변화하고 문화 관광산업의 규모와 중요성이 커져가는 추세에서 해결해야 할 과제로 부각되고 있다. 본 연구에서는 이를 개선하기 위한 일환으로 몰입적 체험관광 개념을 탐구하였다. 몰입적 체험관광이란, 유적지 및 사적지 유형의 관광지에서 관련된 실황을 마치 시간여행을 하듯 생생하게 체험하는 관광 방식을 의미한다. 본 개념을 실현하기 위해 증강현실 기술을 활용하였으며 문화관광지에 적용할 수 있는 시스템을 고안하였다. 이 시스템은 한 장소에 고정되는 포스트 형태로 시청각적 증강현실을 구현하여 몰입적 체험 관광을 제공한다. 실제 유적지에서 일반관람객들을 대상으로 시청각적 증강현실 체험을 실험한 결과, 흥미와 현장감이 향상됨과 동시에 컨텐츠에 대한 이해도 또한 향상되는 것을 확인할 수 있었다. 이러한 연구 과정을 통해 유적지 및 사적지 유형의 문화관광지에서 관광의 질을 높일 수 있는 몰입적 체험관광의 효과와 가능성을 확인할 수 있었다. 더 나아가, 본 연구는 기술의 새로운 적용 방법을 통해 새로운 경험을 창출하는 측면에서 의의를 갖는다.

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A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.7
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    • pp.1209-1220
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    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.