• Title/Summary/Keyword: VR 기기

Search Result 130, Processing Time 0.028 seconds

Spatio-temporal Data Visualization Survey for VR and AR Environment (VR 및 AR 환경에서의 시공간 데이터 시각화를 위한 동향 분석)

  • Song, Hyunjoo
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.36-44
    • /
    • 2018
  • VR(Virtual Reality) and AR(Augmented Reality) devices are becoming more common, and the need for proper contents presentation techniques in such environments has been growing ever since the popularization of the devices. One of the contents is the spatio-temporal data, which has become more prominent since it could be both generated and consumed by a large number of ordinary users. In this work, the researcher analyzed the characteristics of spatio-temporal data as a source for visualization in VR and AR environment, and categorized prior visualization methods for such data, which were devised for traditional monitors. The researcher also reviewed the hardware specification of state-of-the-art devices, and examined the possibility of adopting the previous visualization approaches. This work is expected to contribute in designing spatio-temporal visualization for VR and AR environment by utilizing their unique characteristics.

The Current Situation and Prospect of Safety Education Contents based on VR (VR기반 안전 교육콘텐츠 현황과 전망)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.10
    • /
    • pp.1294-1299
    • /
    • 2020
  • Recently, interest in safety education based on VR has been increasing, but it started rising doubts are growing over its effectiveness. Therefore, the purpose of this thesis project is to research the current status of safety education contents based on VR and present situations and future prospects for safety education based on VR. As a result of researching about safety education contents using VR, the movement or condition of characters in the contents in the VR environment was very unnatural. Especially, in simulations such as driving a VR device, the controller was skeptical about its efficiency because the operation was different from the actual environment. As a result, we would like to make suggestions and forecasts as follows: First, the production of real and twin environment in VR should be realized. Second, the natural movement of the character should be performed. Third, various controllers should be released in VR devices. Fourth, a realistic scenario should be developed.

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
    • /
    • v.18 no.3
    • /
    • pp.61-70
    • /
    • 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.

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
    • /
    • v.25 no.1
    • /
    • pp.103-114
    • /
    • 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 Satisfaction on Use of VR Tourism Program (VR관광콘텐츠의 이용만족에 대한 연구)

  • Yang, Sung-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.184-193
    • /
    • 2019
  • With the development of the information and communication technology, tourism items or products based on new technology is created or developed for tourists. This study examines tourist's satisfaction about VR program, "Secret Wind Forest", which is the story of Gotjawal, one of famous Jeju eco-tourism attraction. In order to achieve the study goal, it identified a study model from the previous studies. It collected data using survey from visitors who used VR program. The total of 227 questionnaires was utilized for data analysis. Based on the study model, it accepted five hypotheses (H1~H5), which are as follows. Firstly, individual innovativeness has a significant effect on perceived usefulness. Secondly, individual innovativeness influenced perceived usefulness, and perceived usefulness and ease influenced usage satisfaction. These results have both theoretical and practical contribution in terms of the development to tourist products using VR program. Academics can provide basic theories such as tourism activities, behaviors, and attitudes to tourism consumer-related studies on VR tourism program in terms of content application. Practically, it can help tourist marketers who want to use VR tourism program and content developers who use VR devices to construct VR program stories using tourism resources and to plan and execute contents considering the target market.

VR 규제의 현황과 개선 방향 - VR 콘텐츠 규제를 중심으로 -

  • Lee, Seung-Min
    • Broadcasting and Media Magazine
    • /
    • v.24 no.3
    • /
    • pp.100-113
    • /
    • 2019
  • VR 기술 및 활용에 대한 다양한 연구와 장밋빛 전망에도 불구하고, 현재 우리 법 제도는 VR 산업 활성화의 걸림돌이 되는 규제들을 완전히 제거하지 못한 상태이다. 특히, 의료 및 게임 분야에서 VR 콘텐츠의 특수성을 고려한 맞춤형 규제설계가 필요하다. 먼저, 현행 규제상 의료용 VR 콘텐츠 및 소프트웨어는 의료기기 수입 제조허가와 신의료기술평가를 모두 거쳐야 하는데, 특히 신의료기술평가의 경우에는 의료용 VR 콘텐츠 및 소프트웨어에 대한 대비가 충분하지 않아 이의 활용에 상당한 장애가 될 수 있다. 그러므로 정부가 가이드라인 등 적절한 해석기준을 통해 의료기기의 범위를 불필요하게 확대하지 않도록 하고, 아울러 신의료기술평가에 있어 '선 진입, 후 평가' 제도를 활용할 수 있도록 개선이 요구된다. 다음으로, 게임의 경우에는 현행 게임산업법상 게임물의 정의가 너무 광범위하여 양방향성이 있는 VR 콘텐츠들이 게임물로 분류되어 불필요한 규제를 받을 가능성이 있으며, 여기에 더하여 최근 세계보건기구에서 '게임 이용 장애'를 국제질병분류에 포함시킴으로써 추가 규제에 대한 우려까지 더해지고 있다. 이러한 문제점을 해결하기 위해서는 법제처가 최근 발표한 "적극행정 법제 가이드라인"의 취지에 맞게 정부가 게임물 규제의 범위를 적극적으로 축소 해석하거나, 이러한 규제의 예외를 정하는 고시 또는 가이드라인을 제정할 필요가 있다. 또한, 현재 시행 중인 'ICT 규제 샌드박스' 제도를 잘 활용하고, 이와 별도로 국제질병분류의 국내 수용에 대해서도 보다 신중하게 접근할 필요가 있을 것이다.

Proposal of Safe PIN Input Method on VR (VR 상에서의 안전한 PIN 입력 방법 제안)

  • Kim, Hyun-jun;Kwon, Hyeok-dong;Kwon, Yong-bin;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.5
    • /
    • pp.622-629
    • /
    • 2019
  • VR(Virtual Reality), which provides realistic services in virtual reality, provides a similar experience using a Head Mounted Display(HMD) device. When the HMD device is worn, it can not recognize the surrounding environment and it is easy to analyze the input pattern of the user with the Shoulder Surfing Attack(SSA) when entering the Personal Identification Number(PIN). In this paper, we propose a method to safeguard the user's password even if the hacker analyzes the input pattern while maintaining the user's convenience. For the first time, we implemented a new type of virtual keypad that deviates from the existing rectangle shape according to the VR characteristics and implemented the lock object for intuitive interaction with the user. In addition, a smart glove using the same sensor as the existing input devices of the VR and a PIN input method suitable for the rotary type are implemented and the safety of the SSA is verified through experiments.

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
    • /
    • v.13 no.8
    • /
    • pp.69-76
    • /
    • 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.

VR·AR의 의학적 이슈 및 건강의학 분야의 활용

  • Jeong, Ji-Hun
    • The Optical Journal
    • /
    • s.163
    • /
    • pp.50-53
    • /
    • 2016
  • 최근 VR(Virtual Reality)와 AR(Augmented Reality) 관련한 기술 개발과 사업화로 커다란 글로벌 기업들이 치열한 경쟁을 하고 있다. 이런 상황에서는 흔히 기술 그 자체와 산업적인 부분에 매몰되는 부작용을 간과할 수가 있는데, 특히 의학분야에서도 우려가 되는 부분들이 없지 않다. 그렇지만, 역설적이게도 VR과 AR이 활용될 수 있는 가능성이 가장 높은 산업분야도 건강의학 분야다.

  • PDF

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
    • /
    • v.28 no.2
    • /
    • pp.437-447
    • /
    • 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.