• Title/Summary/Keyword: Immersive virtual reality

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Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

Criminal Profiling Simulation Training and Assessment System based on Virtual Reality (가상현실 기반 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템)

  • Kim, Han-Seob;Kim, Hae-Ji;Lee, Yoon-Sik;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.83-92
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    • 2018
  • In this paper, we propose a system to a criminal profiling simulation training and assessment with virtual reality technology. Profiling has emerged as the incidence of violent crime has increased by 45.2 % in the country over the past decade. However, the number of profilers in Korea is 36, due to the problem of existing courses. "Criminal Reproduction Learning" is the common way to profiling training, but there are numerous constraints that prevent practical training. Thus, the system used virtual reality technology to overcome existing constraints. Users can receive simulation training and assessment of profiling at crime scene that have been implemented as virtual reality, with an immersive experience through interaction. We expect this system to contribute to the activation of profiling education in many institutions and to the development of good profilers with diverse training.

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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Spatial Audio Technologies for Immersive Media Services (체감형 미디어 서비스를 위한 공간음향 기술 동향)

  • Lee, Y.J.;Yoo, J.;Jang, D.;Lee, M.;Lee, T.
    • Electronics and Telecommunications Trends
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    • v.34 no.3
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    • pp.13-22
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    • 2019
  • Although virtual reality technology may not be deemed as having a satisfactory quality for all users, it tends to incite interest because of the expectation that the technology can allow one to experience something that they may never experience in real life. The most important aspect of this indirect experience is the provision of immersive 3D audio and video, which interacts naturally with every action of the user. The immersive audio faithfully reproduces an acoustic scene in a space corresponding to the position and movement of the listener, and this technology is also called spatial audio. In this paper, we briefly introduce the trend of spatial audio technology in view of acquisition, analysis, reproduction, and the concept of MPEG-I audio standard technology, which is being promoted for spatial audio services.

MPEG-DASH based 3D Point Cloud Content Configuration Method (MPEG-DASH 기반 3차원 포인트 클라우드 콘텐츠 구성 방안)

  • Kim, Doohwan;Im, Jiheon;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.660-669
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    • 2019
  • Recently, with the development of three-dimensional scanning devices and multi-dimensional array cameras, research is continuously conducted on techniques for handling three-dimensional data in application fields such as AR (Augmented Reality) / VR (Virtual Reality) and autonomous traveling. In particular, in the AR / VR field, content that expresses 3D video as point data has appeared, but this requires a larger amount of data than conventional 2D images. Therefore, in order to serve 3D point cloud content to users, various technological developments such as highly efficient encoding / decoding and storage, transfer, etc. are required. In this paper, V-PCC bit stream created using V-PCC encoder proposed in MPEG-I (MPEG-Immersive) V-PCC (Video based Point Cloud Compression) group, It is defined by the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard, and provides to be composed of segments. Also, in order to provide the user with the information of the 3D coordinate system, the depth information parameter of the signaling message is additionally defined. Then, we design a verification platform to verify the technology proposed in this paper, and confirm it in terms of the algorithm of the proposed technology.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Effects on the Virtual Human Guide of Remote Sites (원격지 공간 가상 휴먼 가이드 영향 분석)

  • Chung, Jin-Ho;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

Implementing Geometry Packing for MPEG Immersive Video (MPEG 몰입형 비디오를 위한 Geometry Packing 구현)

  • Jong-Beom, Jeong;Soonbin, Lee;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.861-871
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    • 2022
  • The moving picture experts group (MPEG) developed the MPEG immersive video (MIV) standard for efficient compression of multiple immersive videos representing natural contents and computer graphics. The MIV compresses multiple immersive videos and generates multiple output videos which are defined as atlases. However, there is a synchronization issue of multiple decoders in a legacy device when decoding multiple encoded atlases. This paper proposes and implements the geometry packing method for adaptive control of decoder instances for low-end and high-end devices. The proposed method on the recent version of the MIV reference software worked correctly.

Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective - (3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 -)

  • Si Eun Kim;Min Ji Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.