• Title/Summary/Keyword: VR video content

Search Result 54, Processing Time 0.022 seconds

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
    • /
    • v.11 no.2
    • /
    • pp.71-76
    • /
    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.19 no.3
    • /
    • pp.133-138
    • /
    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.417-423
    • /
    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
    • /
    • v.20 no.3
    • /
    • pp.189-194
    • /
    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
    • /
    • v.19 no.5
    • /
    • pp.971-979
    • /
    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

MPEG Omnidirectional Media Format (OMAF) for 360 Media (360 미디어를 위한 MPEG Omnidirectional Media Format (OMAF) 표준 기술)

  • Oh, Sejin
    • Journal of Broadcast Engineering
    • /
    • v.22 no.5
    • /
    • pp.600-607
    • /
    • 2017
  • Virtual Reality (VR) has lately gained significant attention primarily driven by the recent market availability of consumer devices, such as mobile phone-based Head Mounted Displays (HMDs). Apart from classic gaming use cases, the delivery of $360^{\circ}$ video is considered as another major application and is expected to be ubiquitous in the near future. However, the delivery and decoding of high-resolution $360^{\circ}$ videos in desirable quality is a challenging task due to network limitations and constraints on available end device decoding and processing. In this paper, we focus on aspects of $360^{\circ}$ video streaming and provide an overview and discussion of possible solutions as well as considerations for future VR video streaming applications. This paper mainly focuses on the status of the standardization activities, Omnidirectional MediA Format (OMAF), to support interoperable $360^{\circ}$ video streaming services. More concretely, MPEG's ongoing work for OMA aims at harmonization of VR video platforms and applications. The paper also discusses the integration in MPEG Dynamic Adaptive Streaming over HTTP (MPEG-DASH), which is considered as $360^{\circ}$ video streaming services with OMAF content. In context of the general OMAF service architecture.

Design of tourist spot application using VR (VR을 활용한 관광지 소개 어플리케이션 설계)

  • Seo, Eui-seong;Jang, Jong-wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.287-289
    • /
    • 2017
  • Recently, hardware, software, and content related to virtual reality (VR) have been increasing. In this paper, we design an application that enables users to experience various sightseeing spots without having to go directly by utilizing the characteristics of making virtual reality such as space, deep sea, etc. Conventionally, two-dimensional images and video were used to acquire and experience information about tourist attractions, but this application enables a realistic experience through three-dimensional images and video.

  • PDF

Overview of Motion-to-Photon Latency Reduction for Mitigating VR Sickness

  • Ryu, Yeongil;Ryu, Eun-Seok
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.7
    • /
    • pp.2531-2546
    • /
    • 2021
  • For several years, virtual reality (VR) and augmented reality (AR) technologies have been improving. However, some hurdles remain that slow down the distribution of VR and AR devices, such as head-mounted display (HMD), and related consumer content. One issue is VR motion sickness, which has been experienced by users using 360 degree VR content via HMD. This paper discusses the related international standardization work that classifies the factors causing VR sickness, and proposes the process for VR sickness level evaluation. Among the factors causing VR sickness, many research institutes regard minimizing MTP (Motion-to-Photon) latency as the key enabler to mitigate VR sickness. Thus, this paper introduces research trends of MTP latency measurement and MTP latency mitigation. This paper categorizes the research on MTP latency measurement into 2 categories of hardware-based approach and software code-level approach. The 2 approaches have different pros and cons depending on use-case, purpose, and architecture of each multimedia system. The pros and cons are addressed in this paper. Additionally, the research on mitigating MTP latency with diverse strategies such as proactive computing, caching, and edge server technology is explained, and compared to conventional technologies, shows improved performance.

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
    • /
    • v.8 no.3
    • /
    • pp.167-174
    • /
    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

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
    • /
    • v.24 no.6
    • /
    • pp.1002-1012
    • /
    • 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.