• Title/Summary/Keyword: VR요소

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A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

Arrangement of narrative events and background in the contents of VR 360 video (VR 360 영상 콘텐츠에서의 서사적 사건 및 배경의 배치)

  • Lee, You-Na;Park, Jin-Wan
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1631-1639
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    • 2018
  • VR 360 video contents requires new visual language research in that the viewer inevitably makes partial appreciation unlike traditional video contents. In this study, we paid attention to the fact that arrangement of events and background elements in the 360-degree extended background of VR 360 video contents will play a major role in guiding the audience. Therefore, this study focuses on the arrangement of events and background elements from a narrative point of view, and analyzed the aspects of VR 360 video contents cases.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

A study on the Elements of Interest for VR Game Users Using Text Mining and Text Network Analysis - Focused on STEAM User Review Data - (텍스트마이닝과 네트워크 분석을 적용한 VR 게임 사용자의 관심 요소 연구 - STEAM 사용자 리뷰 데이터를 중심으로 -)

  • Wui, Min-Young;Na, Ji Young;Park, Young Il
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.69-82
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    • 2018
  • The need of high quality VR contents has been steadily raised in recent years. Therefore, this study investigated the user's interest factors of VR game which is receiving the most attention among VR contents. We used STEAM review data and applied Text mining and Network analysis to perform this research. As a result, it was possible to confirm 4 word clusters related VR game users. Each cluster is named by 'presence', 'first person view game', 'auditory factor' and 'interaction'. This study has its meaning. First, user related research would be very helpful to develop high quality VR game. Second, it confirms that review data of VR game users can be structured, analyzed and used.

A Study on the Effects of Visual Merchandising (VMD) Components of Fashion Virtual Reality (VR) Stores on Psychological Benefits of Technology Adoption (패션 가상현실(VR)매장의 비주얼 머천다이징(VMD) 구성요소가 기술 수용의 심리적 효용에 미치는 영향 연구)

  • Kahn Jung Mi;Lee Eun Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.601-610
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    • 2023
  • The study analyzed the effect of VMD components of virtual reality (VR) stores on the psychological effectiveness of technology acceptance. As a result of the analysis, among the VMD components of fashion virtual reality (VR) stores, experientiality, aesthetics, and suitability had a significant positive effect on perceived usefulness, perceived ease of use, and perceived enjoyment. There was no significant effect on perceived usefulness, perceived ease of use, or perceived enjoyment. The results of this study are significant in that they conducted an empirical study on the intention of use due to the VMD components of a fashion virtual reality (VR) store, which was rarely covered in previous studies on fashion virtual reality (VR) stores.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.