• Title/Summary/Keyword: VR요소

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A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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Effect of Virtual Reality Training for the Enclosed Space Entry (밀폐공간진입을 위한 가상현실(VR) 훈련의 효과)

  • Chae, Chong-Ju;Lee, Jin-Woo;Jung, Jin-Ki;Ahn, Young-Joong
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.2
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    • pp.232-237
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    • 2018
  • According to the MAIIF report, from 1998 to 2009, 101 incidents involving entering enclosed spaces aboard ships resulted in 93 deaths and 96 casualties. IMO has therefore amended the Recommendations for entering Enclosed Spaces Entry and SOLAS 1974 Convention Chapter 3 Regulation 19, which mandates enclosed spaces entry and rescue drill on a regular basis. The training of entering such enclosed spaces should be practical, recognizing all possible risks of entering enclosed spaces aboard ships, while also considering the safety of trainees during the training. Recently, educational contents utilizing virtual reality (VR) have been applied in various fields to improve education and training effects, and these methods have proven to have advantages in actual and repetitive learning without being limited to physical space. In this study, the effectiveness, characteristics and differentiation of training of entering enclosed spaces aboard ships using VR were compared with traditional class room lectures through quantitative evaluation and questionnaires of training participants. Through the evaluation and questionnaire, it was found that participants using VR understood and learned the required training elements better than the control group, all of whom were trained through the normal class room lecture. Moreover, participants reported to display preference for training with the help of VR. As a result of the study, it was confirmed that the learning effects of VR onboard training can be used as an effective training method, especially by using video and other types of simulators.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

A Study on Method to Activate the Operation of a Fire Safety Experience Center Based on Virtual Reality (가상현실 기반 소방안전체험관 운영 활성화 방안 연구)

  • Young Sook Kim;Kwangsu Moon
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.713-728
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    • 2022
  • Purpose: This study examined the effect of VR safety education content quality on behavioral intention and collect operational opinions through interview. Method: Based on the survey data of 93 former and current officers, the hypothesis was verified. In addition, 15 fire safety experience centers were visited to conduct interview. Result: For the quality of VR safety education contents, immersion and convenience had a significant effect on usage satisfaction, recommendation intention, and field application intention. In addition, convenience and aesthetic experience had a significant effect on the educational effect, but immersion and diversity did not significant. In the interview, they suggested that VR education has high user satisfaction and good educational effects. The quality of content(particularly immersion and convenience) is an important factor in VR education. In the long-term persepective, it is necessary to prepare a standard teaching plan for each disaster, in addition, manpower, expertise, maintenance problems, and etc. Conclusion: Through these results, it was confirmed that VR experience content quality affects behavioral intention and educational effect and that efforts and investments to improve content quality are needed to enhance the effectiveness of VR experience education. And the contents derived from the interview will be helpful in the operation of an effective fire safety experience center.

Construction of VR Experience Pavilion Using Multi-display and ZA Sensor (멀티디스플레이와 ZA센서를 이용한 가상현실 체험관 구축 방법)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.28-32
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    • 2008
  • The displays and the interactive interfaces are important factors to enhance immersion in the VR experience pavilion. In the VR experience pavilion displaying 3D Virtual environment, it is difficult to have multi-display with single viewpoint because of the field of view. Also it costs a lot to construct a large size display. The interaction device between user and VR environment necessary to immersion has used mainly the touchscreens with the restricted display area or the button-based input devices so far. In this paper, we suggest a method for constructing extensible multi-display which are showing VR environment in realtime and a method for interaction using a ZA Sensor which is wireless and guarantees the user's unrestricted movement. The proposed method can make a VR experience pavilion more immersive at less cost.

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How to Reflect User's Intention to Improve Virtual Object Selection Task in VR (VR 환경에서 가상 객체 선택 상호작용 개선을 위한 사용자 의도 반영 방법)

  • Kim, Chanhee;Nam, Hyeongil;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.704-713
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    • 2021
  • This paper proposes a method to prioritize the virtual objects to be selected, considering both the user's hand and the geometric relationship with the virtual objects and the user's intention which is recognized in advance. Picking up virtual objects in VR content is an essential and most commonly used interaction. When virtual objects are located close to each other in VR, a situation occurs in which virtual objects that are different from the user's intention are selected. To address this issue, this paper provides different weights for user intentions and distance between user's hand and virtual objects to derive priorities in order to generate interactions appropriately according to the situation. We conducted the experiment in the situation where the number of virtual objects and the distance between virtual objects are diversified. Experiments demonstrate the effectiveness of the proposed method when the density between virtual objects is high and the distance between each other is close, user satisfaction increases to 20.34% by increasing the weight ratio of the situation awareness. We expect the proposed method to contribute to improving interaction skills that can reflect users' intentions.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

A study on the Relationship of VR Elements by using AHP (AHP를 이용한 가상현실 구성요소 간의 관계 분석)

  • 배혜진;김석태
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.508-511
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    • 2003
  • 초고속인터넷의 성장과 더불어 가상현실 기술역시 눈부신 발전을 이루었다. 가상현실의 발전은 1998년 데스크톱형식에서 인간의 오감을 배려한 체감형식으로 하드웨어 인터페이스의 성장이 두드러지게 나타났다. 그러나, 이러한 하드웨어는 일반인들에게는 아직 값비싼 고가의 장비일 뿐이며, 대다수의 사용자들은 아직 데스크톱형식에서 벗어나지 못하고 있다. 이에 본 연구에서는 데스크탑형 Display를 기반으로 최적의 가상현실을 구현하기 위한 요소로 가상현실 구성요소를 문헌 및 연구를 토대로 분류해보고 구성요소간의 관계를 규명한다.

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A Design and Implementation of Virtual Reality Shooting Practice Game (가상현실 사격 연습 게임 설계 및 구현)

  • Park, Jin-yang;Lee, Sol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.51-52
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    • 2017
  • 본 논문에서는 사실적인 총기의 메커니즘을 반영한 가상현실(이하 VR) 사격 연습 게임의 설계 및 구현을 제안한다. 이 게임은 사용자가 VR 헤드셋을 착용하고 모션 컨트롤러를 이용하여 실제 총기를 손에 쥐고 발사하는 듯 한 현실감을 주기 위해 사실적인 그래픽과 주변 환경 뿐만 아니라, 총기의 반동이나 노리쇠의 움직임, 장전을 포함한 여러 가지 사실적인 총기 작동을 구현하고, 게임이라는 본질에 맞게 스코어 시스템과 같이 사용자의 흥미를 유발하는 요소를 개발하여 VR 응용 소프트웨어의 가능성을 최대한 활용한다.

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Augmented Reality RC Car using Raspberry Pi (라즈베리 파이를 이용한 증강현실 RC카)

  • Kim, Ba-Da;Oh, Ye-Ran;Woo, Suk;Won, Tae-Yeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1123-1126
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    • 2017
  • 최근 성인들 중에서도 취미로 가지고 노는 장난감 즉 '키덜트 장난감'의 관심도가 증가하는 추세이다. 그 중에서도 높은 매출 상승세를 보이는 RC카와 VR은 지속적으로 시장규모를 성장시키기 위해서 추가적인 콘텐츠가 필요하다고 판단된다. 그러므로 본 프로젝트는 두 아이템을 융합하여 차별적 콘텐츠가 있는 RC카 개발을 목표로 한다. VR기기 영상을 보면서 컨트롤러로 RC카를 조종하는 구성이며, 특징적인 콘텐츠로는 OpenCV 컴퓨터비전 알고리즘을 활용하여, 트랙내의 차선, 표지판 등을 인식하고 안전주행 점수를 평가하는 Score모드가 있다. 결론적으로 RC카와 VR을 동시 활용하는 것이 특징인 본 프로젝트는 높은 H/W 독립성, 확장성을 가지며, S/W적으로는 혼합현실적 요소를 체험할 수 있다. 나아가 사회적인 의미로 여러 세대가 함께하는 유익한 놀이 콘텐츠의 활성화를 기대할 수 있다.