• Title/Summary/Keyword: VR 영상콘텐츠

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A Study on the Benefits and Issues of 360-degree VR Performance Videos (360도 VR공연영상의 효과와 문제점 연구)

A Study on VR News - In Recognition of the VR News (VR 뉴스에 관한 연구 - VR 뉴스 인식을 중심으로)

  • Park, Jun Hyung;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.50-59
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    • 2016
  • VR refers to Virtual Reality technology that allows experiences of virtual contents as if they are real through visual, auditory and other senses. VR is even affecting the news. This greatly shakes the frame of the news. In other words, the conventional way of the new was to watch it with the passive action of seeing pictures, articles and images while VR News offers an active paradigm of experience and participation. This study analyzed the VR news of each press and investigated how VR news is developing. Furthermore, an experimental study was conducted to examine how users actually perceived the VR news. News made using both the existing method and the VR news method were comparatively shown to users who were following the news, and the interview was carried out through questionnaires. The results obtained through the statistics and analysis are as follows. Users made an assessment that they felt the sense of realism in recognition of the VR news while it was still lacking in terms of the unique information delivery that the news performs. However, the intention of using the VR news again was shown to be high, which demonstrated the expectation of users who have experienced the VR news.

Design of Immersive virtual contents using 360 degree camera and Virtual Reality (360도 카메라와 가상현실을 활용한 실감형 가상 여행 콘텐츠 설계)

  • Kim, Min-Jeong;Yun, Jang-Sung;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.126-128
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    • 2016
  • 최근 VR은 다양한 장르에 콘텐츠를 융합함으로써 사용자에게 공간의 제약 없이 현장감 제공이 가능해짐에 따라 관심을 받기 시작했다. 또한 실감 콘텐츠 기술 확보가 가능해짐에 따라 다양한 사용자 체험형 콘텐츠 개발도 가능해지고 있다. 하지만 국내에서 VR산업은 게임분야를 제외하고 활용정도가 낮다. 이에 본 논문에서는 실감형 가상 여행 콘텐츠를 제작하여 HMD에 디스플레이하는 방법을 제안 및 구현한다. 360도 영상과 VR로 표출했기 때문에 개인방송 여행 콘텐츠에서 사용자에게 현지에서 직접 경험하는 듯한 몰입감과 현장감을 제공하고, 사용자 인터페이스를 접목하여 양방향 통신이 가능하도록 설계하여 콘텐츠를 체험하는데 편리성을 극대화하였다.

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Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

Analysis of Learning Effects MRI Education Content based on Virtual Reality (가상현실 기반 MRI 교육 콘텐츠 학습효과 분석)

  • Jung-Hun Lee;Jae-Goo Shim
    • Journal of the Korean Society of Radiology
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    • v.17 no.5
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    • pp.775-782
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    • 2023
  • In order to overcome practical limitations in installing, managing and operating MRI machines with expensive equipment, this study developed and utilized virtual reality (VR) experience education by combining virtual reality (VR) with magnetic resonance imaging devices. The Students who experienced virtual reality-based educational systems were surveyed to identify possible side effects during the experience and self-directed learning ability and academic self-efficacy surveys were conducted to analyze the impact of virtual reality-based practice on learning. In the analysis of the self-directed learning ability survey there was no difference in the average between the student group who experienced education and the student group who did not but there was a significant difference in the average for each group. Virtual Reality-based practical education is expected to provide an efficient practice system by providing new learning methods and opportunities for education that can be repeated anytime, anywhere regardless of time and space.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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Efficient Transmission Scheme with Viewport Prediction of 360VR Content using Sound Location Information (360VR 콘텐츠의 음원위치정보를 활용한 시점예측 전송기법)

  • Jeong, Eunyoung;Kim, Dong Ho
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1002-1012
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    • 2019
  • 360VR content requires short latency, such as immediate response to viewers' viewport changes and high quality video delivery. It is necessary to consider efficient transmission that guarantees the QoE(Quality of Experience) of the 360VR contents with limited bandwidth. Several research has been introduced to reduce overall bandwidth consumption by predicting a user's viewport and allocating different bit rates to the area corresponding to the viewport. In this paper, we propose novel viewport prediction scheme that uses sound source location information of 360VR contents as auditory recognition information along with visual recognition information. Also, we propose efficient transmission algorithm by allocating a bit rate properly based on improved viewport prediction. The proposed scheme improves the accuracy of the viewport prediction and provides high quality videos to tiles corresponding to the user's viewpoint within the limited bandwidth.

A Study on Efficient VR Room Escape Game Production (효율적인 VR방탈출 게임 제작에 관한 연구)

  • Lee, Yun-ho;Sheo, Dong-hee;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.579-580
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    • 2022
  • As virtual reality drew attention, VR room escape games were based on the most popular and successful VR content. This study was based on the survey results of citizens who experienced actual VR room escape and field-type room escape. It clarifies the parts that can be implemented and the parts that have technical limitations. And the factors that can increase the immersion of VR room escape games are analyzed. It is hoped that the significance of the research can contribute to the production of more advanced VR escape games and further VR contents.

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Viewpoint-Switching Delay of Multi-viewpoint 360VR in a Bandwidth-limited Environment (대역폭 제한된 환경에서 다중시점 360VR 콘텐츠의 시점변경에 따른 전송지연에 대한 연구)

  • Seo, Bong-Seok;Hwang, Subin;Lee, Ye hoon;Kim, Dong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.242-245
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    • 2021
  • 시청자의 시점 위치를 선택하여 360VR 콘텐츠를 경험하는 다중시점 또는 자유시점 360VR 콘텐츠의 전송은 매우 높은 대역폭을 소비하게 된다. 특히 다중 사용자가 존재하는 셀룰러 환경에서는 특정 사용자에게 한정된 대역폭만을 할당할 수 있으므로 불가피하게 전송 품질 악화 또는 전송 지연을 겪게 된다. 다중시점(multi-viewpoint) 360VR 콘텐츠의 경우 시청자가 시점의 위치를 변경하면 해당 위치의 콘텐츠를 전송하므로, 한정된 대역폭이 주어지는 통신환경에서 시점을 이동할 때 마다 큰 전송 지연을 겪게되어 사용자 경험이 매우 떨어지는 것을 예상할 수 있다. 본 논문에서는 다시점 360 비디오에서 시점 변경을 시도할 때 전송지연을 줄이기 위하여 주변 위치의 영상을 적절히 Pre-Loading 하는 전송방식을 고려하고, 실질적인 5G 네트워크 환경에서 시점 변환에 따른 지연시간 성능을 분석하였다. 특정 수준 이하로 지연시간을 낮추기 위해서는 사용자 이동패턴에 대한 적절한 예측 기법이 요구되며, 정확도에 따른 지연시간 감소를 실험을 통하여 확인하였다.

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