• Title/Summary/Keyword: VR Games

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A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

Usability Evaluation Model for Locomotion Technology in VR Space (VR 공간에서의 이동기술 평가를 위한 사용성평가 모델)

  • Ding, Xiu Hui;Xie, Qiao;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.1-9
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    • 2019
  • In this paper, we propose an evaluation model to evaluate the usability of locomotion technologies in a virtual environment (VE; Virtual Environment) and try to verify them through a case study. The order of this study firstly, the factors for analysis are derived through theoretical approach to locomotion technology on VR. Second, the definition and concept of mobile technology and usability evaluation in VR are established theoretically and the elements for analysis are derived through the literature survey through the theoretical approach to VE. Third, based on this, a usability evaluation model is proposed to evaluate locomotion technologies in the VE. Finally, the results are derived by experimenting and analyzing the existing VR games applied with the three locomotion technologies derived from the literature survey. Through this paper, the locomotion technology in VR is not used separately, but can propose mobile technology that conforms to VR game content characteristics by assessing its usability and analyzing it, and it is considered to be a significant data that can suggest criteria for identifying problems in locomotion technology.

A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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Interactive Super Multi-view Content Technology (인터랙티브 초다시점 콘텐츠 제작 기술)

  • Cheong, J.S.;Ghyme, S.;Heo, G.S.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.39-48
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    • 2017
  • Since the world's first 3D commercial film with red-blue glasses was introduced in 1922, remarkable progress has been made in the field of 3D video. 3D video content gained enormous popularity with the movie "Avatar," which greatly increased the sale of 3D TVs. This momentum has weakened owing to lack of 3D content. However, the recent trend of virtual reality (VR) and augmented reality (AR) made 360 VR video and 3D games using a head mounted display wide spread. All these experiences mentioned above require wearing glasses to enjoy 3D content. Super multi-view content technology, on the other hand, enables viewers to enjoy 3D content without glasses on a super multi-view display. In this article, we introduce the technologies used to make super multi-view content, interact with it, and author content, which are developed by ETRI.

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

A Moving Object Detection Method Using Scan-type LiDAR Sensor (스캔형 라이다 센서를 활용한 이동 물체 감지 방법)

  • Lee, Eun-Seok;Jo, Eun-Kyung;Shin, Byeong-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.88-89
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    • 2022
  • 라이다 센서는 최근 다양한 산업에서 3 차원 물체의 식별을 위해 사용되고 있다. 주요 시설이나 전시관의 경계를 위해서 스캔형 라이더는 넓은 범위의 감지를 할 수 있지만 입력 데이터가 많아 물체의 식별과 관련된 연산이 오래 걸리는 문제를 가진다. 이러한 문제를 해결하기 위해서 제안하는 방법에서는 라이다 데이터를 간략화 하고 감지 이벤트를 통해 사용자들에게 알려줄 수 있도록 하는 알고리즘을 제안한다.

Smart Microwave (스마트 전자레인지)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.727-729
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    • 2021
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 2019년 코로나 시대가 도래한 후, 사회 전반적으로 많은 변화가 일고 있는데, 특히 5인 이상 집합 금지 및 식당 영업시간 제한 조치 등으로 인하여 외식을 선호했던 가족이나 개인이 집콕하는 시간이 늘면서 홈쿡과 홈베이킹이 대세를 이루게 된 것이다. 본 아이디어는 스마트 기술이 가전에 적용되면서 요리에서도 스마트 기술이 필요하다는 생각에서 출발하였다. 기존의 레시피는 다양한 책과 동영상(유투브) 등으로 소개되기 때문에 요리 방법을 보면서 시간과 소스의 양을 정확히 지키기 어려웠다. 하지만 본 작품에서 소개된 스마트쿡은 자체에 타이머와 저울 기능을 부여함으로써, 요리에 필요한 타이머 기능과 미세 조절 가능한 레시피 소스를 과학적으로 요리할 수 있도록 설계되었다. 이러한 부가 기능을 가진 스마트쿡이 실제로 적용된다면 요리의 시간이 한층 더 재미있고 과학적이 될 것으로 판단된다.

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Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.