• Title/Summary/Keyword: VR(virtual Reality)

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Using Virtual Reality in Design of Street Space by Citizen Participation (주민참여형 가로공간설계에서 가상현실(VR)의 활용)

  • Lee, Seul-Bee;Eo, Sang-Jin;Ryu, Kyung-Moo;Kim, Young-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.77-85
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    • 2018
  • Recently, many people have attempted to combine the 4th industry in various fields. Citizen participation has also become more important in the policy making and decision making process. Therefore, this study examined ways to encourage citizen participation by integrating the 4th industry in the field of urban planning and design. The research method was to design street space using virtual reality, and to examine the preference of design and the satisfaction of using a virtual reality device for Cheongju citizens and residents. The main result is that the use of VR in the design process of street space can achieve a sufficient outcome in terms of inducing resident participation. The opinions of the respondents before and after the VR experience were different from each other. After the VR experience, understanding, participation and interest in design were improved. On the other hand, during the course of the study, there are many difficulties in obtaining a place that satisfied the conditions of the PC-VR equipment. Although it can be used by connecting a smart phone and a VR device, the constraint of free movement and degradation of the graphic quality are inevitable. In addition, it is difficult to operate simple interfaces because VR devices are not yet popularized. Accordingly, it will be necessary to popularize and commercialize VR equipment and establish a legal basis.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2305-2327
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    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

Trends in Remote Collaboration Technology for Virtual and Augmented Reality (가상현실/증강현실 원격 협업 기술 동향)

  • Bang, J.S.;Kim, S.W.;Lee, Y.H.;Lee, G.;Lee, H.J.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.6
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    • pp.96-104
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    • 2017
  • In general, virtual reality (VR) and augmented reality (AR) are technologies used to overcome the limitations of space and time in human communications. Currently, VR and AR companies are mostly developing contents for a single user. However, it is expected that there will be a need for sharing experiences among two or more users in a VR/AR environment. In this paper, we investigate the trends in remote collaboration technologies for VR/AR that allow two or more users to share video, voice, and gestures, as well as emotions. We will also discuss the future of such technologies.

A Study on the Protection of Intellectual Property of Virtual Augmented Reality (VR/AR 콘텐츠 지식재산 보호에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.418-420
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    • 2018
  • 가상증강현실은 장비와 소프트웨어의 기술 발전에 힘입어 산업적인 비즈니스 모델들이 날로 증가하고 있으며 교육, 엔터테인먼트, 관광, 안전, 의료, 국방 등 모든 분야에서 적용에 관한 요구가 급증하고 있는 실정이다. 특히 가상증강현실의 장점인 높은 몰입도와 체감도에 대한 만족도가 요소로 여러 분야의 다양한 VR/AR 콘텐츠가 개발되고 있다. 그러나 아직 지식재산 관점에서의 침해 또는 보호에 대한 정책이 제대로 마련되어 있지 않은 상태다. 본 연구에서는 VR/AR콘텐츠에 대해서 지식재산 관점에서 침해에 대한 법률적 해석과 게임콘텐츠 저작권 보호와 같은 제도가 마련되어야 한다는 필요성에 대해 고찰하고 그 대안을 모색해 보고자 한다.

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A Planning study on the VR/AR Common Platform in Electric Power Industry (전력산업에서 VR/AR 기술동향 및 공통 플랫폼 구성방안 연구)

  • Chae, Changhun;Choi, Minhee;Yoo, Eungeun;Lim, Chanuk;Park, Jinwoo;Jung, Namjoon
    • KEPCO Journal on Electric Power and Energy
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    • v.2 no.3
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    • pp.397-402
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    • 2016
  • Recently, many ICT companies are trying to expand the ecosystem of VR (Virtual Reality) and AR (Augmented Reality). They are developing a variety of industries such as entertainment, education, e-commerce and so on. There is also contains the power, energy field. And application related with VR/AR will increase in power industry. Thus, Platform is necessary because there are problems such as re-use, interface with legacy system and security. We can expect the convenience and efficiency by developing VR/AR power platform. In this paper, we will discuss the trends of VR/AR technologies, possibilities of VR/AR in energy field, essential elements of VR/AR power platform. In the future, we expect to lead standards of VR/AR in energy and to develop a killer application such as Pokemon GO.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Evaluation and Analysis of VR Content Dementia Prevention Training based on Musculoskeletal Motion Tracking (근골격계 동작 추적 기반 VR 콘텐츠 치매 예방 훈련 평가 및 분석)

  • Lee, Min-Tae;Youn, Jae-Hong;Kim, Eun-Seok
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.15-23
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    • 2020
  • Recently, the increase in the elderly population due to an aging society has led to a relative increase in senile diseases such as vascular dementia or Alzheimer's disease, and the social burden for rehabilitation has increased. In addition, studies have been conducted for the risk assessment and prevention of musculoskeletal disorders. The purpose of this study is to suggest a system that can be used to help with dementia prevention training by tracking the movement of motion and virtual reality contents for the risk factors of musculoskeletal disorders of the elderly. We propose a training method for preventing dementia through musculoskeletal motion analysis algorithm and virtual reality content. Through motion recognition algorithm based on motion region design, we will track and analyze the moving radius of the target joint. The purpose of this study is to calculate and evaluate scores based on the time to accomplish the goals on virtual reality contents for the prevention of musculoskeletal disorders and the support of dementia prevention training, and the degree of difficulty, and to analyze the correlation between the results of performing K-MMSE and VR contents.

Development of a web-based Virtual Reality Model on Major Components of Nuclear Power Plant using XVL (XVL 을 활용한 원전 주요기기의 웹기반 가상현실 모델 구현)

  • Seo, Jung-Ro;Go, Han-Ok;Chang, Yoon-Suk;Choi, Jae-Boong;Kim, Young-Jin;Kim, Hong-Ki;Choi, Young-Hwan
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.181-185
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    • 2008
  • Recently, the Virtual Reality(VR) became one of the most powerful tools in making media files. In the field of engineering, while it is increasing to use 3D CAD model in the process of design to manufacturing, the VR is not popular in comparison with media business. XVL(eXtensible Virtual Reality Markup Language) is one of XML(eXtensible Markup Language) which is a standard web media language. XVL provides the connection between 3D CAD data and virtual reality, and it can be easily published through internet for the engineering purpose. In this study, a web based VR model for major components in a nuclear power plant has been developed by using XVL and corresponding 3D CAD data. The proposed model is expected to be used in the engineering field to cooperate among experts, and also, it will provide more plausible explanation to ordinary people.

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