• Title/Summary/Keyword: Mobile VR

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Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.

Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

Reducing Visual Discomfort for VR Browser based on Visual Perception Characteristics (사람 시각 특성을 활용한 가상현실 브라우저에서의 시각적 피로도 절감 기술)

  • Kim, Kyungtae;Kim, Haksub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.888-890
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    • 2017
  • VR browser is one of the most popular applications for VR(Virtual Reality) environment. However, because most of the web contents are not designed considering the VR environment, scrolling the web pages in the VR browser causes much visual discomfort. We found it's because the angular velocity of the eye movement during scrolling increased because the viewing distance got closer compared with legacy devices. So we have developed a technology that regulates the scrolling to reduce the visual discomfort in the VR browser, in reference of the visual perception characteristics of the human visual system.

Use of Mini-maps for Detection and Visualization of Surrounding Risk Factors of Mobile Virtual Reality (미니맵을 사용한 모바일 VR 사용자 주변 위험요소 시각화 연구)

  • Kim, Jin;Park, Jun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.49-56
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    • 2016
  • Mobile Virtual Reality Head Mount Displays such as Google Cardboard and Samsung Gear VR are being released, as well as PC-based VR HMDs such as Oculus Rift and HTC Vive. However, when the user wears HMD, it hides the external view of the user. Therefore, it may happen that the user is struck by the surrounding objects such as furniture, and there is no definite solution to this problem. In this paper, we propose a method to reduce the risk of injuries by visualizing the location and information of obstacles scanned by using a RGB-D camera.

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Light-Weight Mobile HMD using 6 Axis (6축센서를 활용한 경량 모바일 HMD)

  • Kang, Yunhee;Kang, JungJoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.88-89
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    • 2018
  • 최근 VR 환경은 모바일학습, 스마트 공장을 포한함 다양한 분야에서 활용되고 있으나 이를 위한 HMD의 가격은 독립된 적용 플랫폼을 사용하고 있으며 고가의 HMD을 요구하고 있다. 본 논문에서는 무선으로 3D 콘텐츠를 제공받는 저가의 모바일 VR HMD 구성 및 이를 활용한 VR 모바일 플랫폼을 설계한다. 이를 위해 사용자의 움직임을 검출하기 위해 6축 센서를 사용하여 VR 콘텐츠 서버에서 렌더링된 3D 이미지 랜더링를 처리하도록 개발하였다.

Generating a Simplistic 3D Model for Mobile Platform Applications

  • Ahmed, Naveed;Park, Jee Woong;Morris, Brendan
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1093-1099
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    • 2022
  • The number of buildings is increasing day by day. The next logical footstep is tackling challenges regarding scarcity of resources and sustainability, as well as shifting focus on existing building structures to renovate and retrofit. Many existing old and heritage buildings lack documentation, such as building models, despite their necessity. Technological advances allow us to use virtual reality, augmented reality, and mixed reality on mobile platforms in various aspects of the construction industry. For these purposes, having a BIM model or high detail 3D model is not always necessary, as a simpler model can serve the purpose within many mobile platforms. This paper streamlines a framework for generating a lightweight 3D model for mobile platforms. In doing so, we use an existing structure's site survey data for the foundation data, followed by mobile VR implementation. This research conducted a pilot study on an existing building. The study provides a process of swiftly generating a lightweight 3D model of a building with relative accuracy and cost savings.

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Development of Multimedia Design Contents using Mobile Virtual Reality

  • Duan, Xiao-Yun;Kim, Byung-Taek;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.10
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    • pp.41-45
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    • 2017
  • Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.