• Title/Summary/Keyword: VR 영상콘텐츠

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Effect of Flow Factors on the Continuing Use of VR video Contents and HMD (플로우(flow)의 요인이 VR 영상콘텐츠와 HMD의 지속이용에 미치는 영향 연구)

  • Lee, Junsang;Park, Jun-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.7
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    • pp.793-800
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    • 2019
  • Recently, VR technology has been able to enjoy VR content using HMD due to changes in hardware and displays. VR video contents and HMD are becoming interactive through human senses and computer interfaces. Based on flow based on VR user's perspective, VR video contents and HMD were approached as subjects for continuous use. The components of the independent variable Flow were set up in real life, immersion, and interaction. Data from 400 male and female users of 450 users commissioned by the survey agency were used in the study. Research shows that first flow influences VR video contents and continuous use. Second, flow has been shown to affect HMD and its continued use. Among the flow factors that enhance the persistence of VR video content and HMD, which act as the greatest influence was studied. Through this research, the company aims to help establish direction of the next-generation VR industry

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.

Study on VR image content shooting technique (VR 영상콘텐츠 촬영 기법 연구)

  • Yan, JiHui;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.463-464
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    • 2018
  • 리얼리티를 추구하는 영상기술의 발달은 가상현실을 구현하는 하드웨어의 발달을 불러왔다. 최근의 가상현실 콘텐츠들은 프로토타입이나 게임에의 시험 적용을 넘어 영화시장에도 문을 두드리고 있다. VR 콘텐츠가 보급되기 위해서는 하드웨어 뿐 아니라 콘텐츠의 제작방식에도 기존과 다른 접근 방식이 필요하다는 내용들이 제작 사례들을 통해 알려지고 있다. 본문에서는 VR 단편 영화의 카메라 설정과 관객들의 청취에 방해요소들을 사전에 줄여나가기 위해 모션캡쳐를 통해 사전영상제작을 수행한 사례를 통해 필요한 사전제작의 작업공정을 분석해 보았다.

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KBS 'Summter VR' directing analysis - Focusing on the long take technique (KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로)

  • Pyo, Man-seok;Choi, Yoon-hee;Lee, Seung-hyun;Kwon, Soon-chul
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.149-158
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    • 2018
  • VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.213-214
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    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

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A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

360VR 영상 제작기술 동향

  • Nam, Seung-Jin
    • Broadcasting and Media Magazine
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    • v.23 no.4
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    • pp.10-18
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    • 2018
  • 360VR은 기존의 미디어와 차별화된 현실감을 제공하는 장점으로 인해 차세대 미래미디어의 대표 주자로 주목받고 있다. 본 고에서는 이러한 360VR 영상의 획득과 제작에 사용되는 장비 및 기술을 살펴보고, 360VR 콘텐츠의 제작 사례를 기반으로 몰입형 콘텐츠 제작기술이 방송 및 기타 장르에 어떻게 융합되고 있는지 알아보았다. 또한, 몰입형 콘텐츠 제작의 제약 요소를 살펴보고 이에 대한 대안 및 몰입형 미디어의 발전방향을 알아보았다.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

VR Image Shooting Considering Post-Production based Raw Format (원규격 기반 후반작업을 고려한 실사 VR 영상 촬영)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.866-875
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    • 2018
  • With the popularity of VR content, actual image based VR 360-degree video production using various shooting devices has attracted attention in recent years. Requiring a lot of work, the existing VR content production was possible only at the level of the research institute, but the recent miniaturization of cameras has made the VR actual image shooting more common to the content creators. In this paper, we compare and study various VR contents distribute in today's context and analyze the strengths and weaknesses of robust actual image-based 360 video production in terms of cost. We are to point out the disadvantages that make it difficult for existing video shooting experts to use and suggest a solution for this. The experiment shooting proved that it can be operated more manually than action cam or integrated camera and 360-degree shooting on a raw format support camera is more suitable for film type post-production.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.