• Title/Summary/Keyword: Oculus VR

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User Experience Evaluation of VR Service Platform -Focused on Oculus and NOON VR- (VR 서비스 플랫폼의 사용자 경험 평가 -Oculus와 NOON을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.143-148
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    • 2018
  • This study focused on the difference between Oculus Store of Oculus and FXGEARs. NOON VR Stores service platform. First the literature study considered the current status and prospect of the VR market and conducted a case study on the VR service platform. In addition, this study conducts the platform strategies of Andrei Hakgu and Hirano AtsushI. After that Interviewers were interviewed to investigate the usability of the VR service platforms. The result of this study is expected to be used as a design guideline to form a VR service platform in the future, and as a user experience study.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Cases of Design and Implementation of Sports using Virtual Reality (가상현실을 이용한 스포츠 설계 및 구현 사례)

  • Jin, Hwa-Soo;Park, Jin-Gon;LEE, Yong-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.661-662
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    • 2017
  • 가상현실(VR)은 현실 세계를 인공적인 기술을 활용하여 실제로 얻기 힘든 경험이나 환경 등을 제공해 인체의 오감(시각, 청각, 후각, 미각, 촉각)을 자극함으로써 실제와 같이 체험하게 하는 기술로써 게임, 영화, 스포츠, 테마파크와 같이 엔터테인먼트 목적으로 개발되는 경우가 많다. 본 논문에서는 Oculus Touch 및 Oculus Rift를 이용한 VR(Virtual Reality) 올림픽 종목의 스포츠를 설계하고 구현한 시스템을 제안한다. 올림픽 종목 중에 인기종목인 양궁, 사격, 테니스, 탁구 총 4가지 종목으로 구성되어 있으며, 특히 AI를 이용한 경쟁을 통해 종목별 스코어(점수)를 평가함으로서 경쟁구도를 형성한다. 또한, 시각적인 자극을 통해 흥미를 이끌어내고 현실적인 환경을 구현함으로써 유저가 실제 현장에 있는 것 같은 느낌을 제공하며, 세계적인 올림픽 스포츠를 유저들이 직접 즐기고 느낄 수 있다.

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Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.45-50
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    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

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.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

A study on the analysis of virtual reality platform API for virtual reality (VR) development

  • Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.23-30
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    • 2020
  • As the 4th industrial revolution emerged, the latest technologies such as IoT, AI, Big data, AR/VR/XR are emerging. However, in the field of virtual reality (VR) technology platform services, there is no standardization and systematic support. In addition, various platform technologies related to virtual reality have been presented, making it difficult to select an API that should be selected for development. In this study, we analyzed the method for virtual reality development and the virtual reality (VR) technology that is being serviced by users. In addition, by presenting the advantages and disadvantages of each development platform, we intend to present a reference point for developers to select an efficient platform. In addition, it will help the developer to select an effective equipment and software platform in comparison with the advantages and disadvantages of various HMD devices used in virtual reality. The virtual reality (VR) development environment test used products from Oculus, and the software development environment was tested with two types: WebBased VR and HMD embedded.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

VR Threat Analysis for Information Assurance of VR Device and Game System (VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석)

  • Kang, Tae Un;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.437-447
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    • 2018
  • Virtual Reality (VR) is becoming a new standard in the game industry. PokeMon GO is a representative example of VR technology. The day after the launch of PokeMon Go in the U.S, It has achieved the highest number of iOS App Store downloads. This is an example of the power of VR. VR comprises gyroscopes, acceleration, tactile sensors, and so on. This allow users could be immersed in the game. As new technologies emerge, new and different threats are created. So we need to research the security of VR technology and game system. In this paper, we conduct a threat analysis for information assurance of VR device (Oculus Rift) and game system (Quake). We systematically analyze the threats (STRIDE, attack library, and attack tree). We propose security measures through DREAD. In addition, we use Visual Code Grepper (VCG) tool to find out logic errors and vulnerable functions in source code, and propose a method to solve them.