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

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A Study on the Virtual Reality Sickness Measurement of HMD-based Contents Using SSQ (SSQ를 이용한 HMD기반 콘텐츠의 VR 멀미 측정 방법에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.15-32
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    • 2018
  • In this research, SSQ is used to validate and explore effective indices for VR sickness and to diagnose the severity of each symptom. Therefore, this research used first, third person game and $360^{\circ}$ actual content which are mainly used in existing VR contents, and measured various sickness symptoms using SSQ. Also, according to the result of statistical analysis, increased the power and contribute to identify virtual reality sickness measurement method. In addition, this research examined the difference of gender, age and the experience of virtual reality using statistical methodology, and improved diagnostic capability.

Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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A Basic Study to Apply Augemented Reality on Construction Industry (건설업계에 Augmented Reality(증강현실) 적용을 위한 기초 연구)

  • Chang, Byung-Chul;Jun, Young-Joon;Park, Eun-Soo;Lee, Tai-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.748-752
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    • 2008
  • Through the past decades variable researches on Virtual Reality(VR) has been performed and acceptable by the computer and information technology development. VR has been used usefully also on construction industry It can visualize the construction process and simulates the construction operation considering environment and resources. However, VR has hardness to expressing the real world reality. Therefore, Mixed reality which is the blend of real world and virtual world is being emerged. Specially researches on Augmented Reality is actively performed. This study will focus on Augmented Reality technologies and research trend. Finally, the study will suggest schemes to apply Augmented Reality on Korean Construction Industry.

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VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.40-47
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    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.

Virtual Reality Using X3DOM (X3DOM을 이용한 가상현실)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.165-170
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    • 2017
  • Web 3D technology can be used to simulate the experiments of scientific, medical, engineering and multimedia visualization. On the web environment, 3D virtual reality can be accessed well without strictly on operating system, location and time. Virtual Reality (VR) is used to depict a three-dimensional, computer generated realistic images, sound and other sensations to replicated a real environment or an imaginary setting which can be explored and interacted with by a person. That person is immersed within virtual environment and is able to manipulate objects or perform a series of action. Virtual environment can be created with X3D which is the ISO standard for defining 3D interactive, web-based 3D content and integrating with multimedia. In this paper, we discuss about X3D VR stereo rendering scene and propose new X3D nodes for the HMD VR (head mounted display virtual reality). The proposed nodes are visualized by the web browser X3DOM of X3D.

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.

A Study on Simulator Control for Improving Virtual Presence (가상 실재감 향상을 위한 시뮬레이터 제어 방안 연구)

  • Jeong, Su-Bin;Park, Sung-Soo;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.61-70
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    • 2018
  • Thanks to the 4th Industrial Revolution, interest in virtual reality increased and many improvements of VR devices were made. Among the VR devices, the simulator plays an important role in improving the real feeling of virtual presence. In this paper, we analyze the case of existing simulator and control method for efficient interlocking of motion simulator and VR contents, and classify motion control elements in VR contents into four types. Based on this preliminary study, this paper proposes a modular motion control method to help the contents and simulator work more effectively in the production of VR contents.

AHRS Sensor Data Correction for Improved Immersion in VR (VR의 몰입감 향상을 위한 AHRS 센서 데이터 값 보정)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1413-1420
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    • 2018
  • The VR / AR market has grown significantly due to the development of virtual reality and augmented reality in the core technology field of the 4th Industrial Revolution. Since VR is basically focused on space and time, and the human brain is very sensitive to temporal events, it is important to make accurate I / O interface technology, one of the virtual reality technologies, not to affect the brain's cognitive ability. VR depends on the technology of the hardware such as the display and the sensor for biometric signal recognition. In this paper, in order to prevent the sensitive brain from affecting the sensor device in consideration of hardware dependency of VR, it is necessary to make various corrections to lower the motion to photon (MTP) to 20m / s or less experiments on the method and filtering were carried out.