• Title/Summary/Keyword: Virtual Reality Content

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Behavior Tree-based Scenario Development Technology to Induce Various Experiences of VR content

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.263-268
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    • 2020
  • This paper introduces an event modeling and simulation system using behavior trees. The system aims to overcome the limitations of existing fixed, simple scenario-based training content, and to extend the behavior of objects to enable various experience deployments. To achieve this goal, we made specific tasks of behavior trees can change according to users' reaction and developed an adaptive simulation module that can analyze and execute behavior trees that changes at runtime. In order to validate our approach, we applied the adaptive behavior tree simulation to the scenarios in our virtual reality simulation-based fire training system we have been developing and demonstrated the implementation results.

Surveying Expert Perceptions for Designing an Agro-Healing Virtual Reality Therapy System (가상치유농장시스템 설계를 위한 전문가 인식 조사)

  • Bae, Seung-Jong;Kim, Soo-Jin;Koo, Hee-Dong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
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    • v.29 no.4
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    • pp.211-219
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    • 2023
  • In this study, the importance of each design element was analyzed by surveying experts in the development of Agro-Healing Virtual Reality Therapy System. It was found that the results of experts content importance were consistent with the results of consumer preferences in previous studies, such as psychological and emotional stability as the main effect the importance of sight and hearing, a relatively short time of 30 minutes or less, a low price of 5,000 won or less, technical factors that can satisfy the five senses, and various contents. When the spatial elements of the Agro-Healing Virtual Reality Therapy System were categorized into three major categories: elements and equipment, lines and paths, and sites and spaces, 'flowers', 'playgrounds', 'paths', 'sidewalks', 'rest areas' and 'gardens' were found to be highly important. Among the components of Agro-Healing Virtual Reality Therapy System, the usability was divided into eight major categories, including searchability, attractiveness, cognition, error handling, control, consistency, convenience, and feedback, and the importance was analyzed for each component. The significance of this study is that it suggests the design direction of virtual healing farm systems and provides effective information that can be used in the development of related systems in the future.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

Expression Technique of the Plurality IR LED Marker using OOK Method for Augmented Reality (증강현실에서 OOK 기법을 이용한 다수의 IR LED 마커 표현 기술)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.433-438
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    • 2012
  • With technologies available now, there are only a few virtual objects that augmented reality content can create. So, wider application of it is limited. If people want to realize any augmented reality content, out of a vast amount of materials available as well as virtual objects, the number of virtual objects that markers can render should be made to go up along with the content. In a precedent study, IR LEDs markers render marker information following On-Off signals. The number of LEDs should be raised to render as much information as possible, subsequently leading to the problem of oversized markers. This problem can be solved by generating data signals through the blinking of LEDs. This research puts forward OOK Code algorithm that represents the mode of data transmission using the light of LEDs. The amount of information that can be rendered by a marker increases and the size of the marker gets smaller, which is a merit, when it receives data signals from light.

Analysis of YouTube Viewers' Characteristics and Responses to Virtual Idols (버추얼 아이돌에 대한 유튜브 시청자 특성과 반응 분석)

  • JeongYoon Kang;Choonsung Shin;Hieyong Jeong
    • Journal of Information Technology Services
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    • v.23 no.3
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    • pp.103-118
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    • 2024
  • Due to the advancement of virtual reality technology, virtual idols are widely used in industrial and cultural content industries. However, it is difficult to utilize virtual idols' social perceptions because they are not properly understood. Therefore, this paper collected and analyzed YouTube comments to identify differences about social perception through comparative analysis between virtual idols and general idols. The dataset was constructed by crawling comments from music videos with more than 10 million views of virtual idols and more than 10,000 comments. Keyword frequency and TF-IDF values were derived from the collected dataset, and the connection centrality CONCOR cluster was analyzed with a semantic network using the UCINET program. As a result of the analysis, it was found that virtual idols frequently used keywords such as "person," "quality," "character," "reality," "animation," while reactions and perceptions were derived from general idols. Based on the results of this analysis, it was found that while general idols are mainly evaluated with their appearance and cultural factors, social perceptions of virtual idols' values are mixed with evaluations of cultural factors such as "song," "voice," and "choreography," focusing on technical factors such as "people," "quality," "character," and "animation." However, keywords such as "song," "voice," "choreography," and "music" are included in the top 30 like regular idols and appear in the same cluster, suggesting that virtual idols are gradually shifting away from minority tastes to mainstream culture. This study aims to provide academic and practical implications for the future expansion of the industry and cultural content industry of virtual idols by grasping the social perception of virtual idols.

A Study on Synchronization of Video and Virtual Reality Data for On-line Education (온라인 교육을 위한 동영상과 가상현실 데이터의 동기화에 관한 연구)

  • Sun Bok-Keun;Han Kwang-Rok
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.389-397
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    • 2005
  • In this paper, we study the synchronization method of animated simulations and VRs for on-line virtual reality education system. To build the data of animated simulations and synchronization modules of VRML content, the media-synchronizing technology, HTML + TIME and scripts are used. The VRML control module ismade into Java applet using the Java EAI provided for the web and the interface for VRML contents. To control the animation of VRML contents, the node information is extracted, and an animation production template capable of controlling animation in inter-connection with VRML content is made. With evaluation of the animation control performance, processing speed, synchronization performance between media in the system built, more improved results are obtained. We would like to suggest a education system with easy system construction and various multi-medium applicability by realizing HTML + TIME media synchronization and VRML web 3D virtual reality creation techniques, and animated images and 3D animation controls according to time using Java through this study.

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Technology Development Trends of Displays for Implementation of Hyper-Realistic Augmented Reality/Virtual Reality (초실감 AR/VR 구현을 위한 디스플레이 기술 개발 동향)

  • Byun, C.W.;Lee, H.K.;Cho, H.S.;Cho, N.S.;Lee, J.K.
    • Electronics and Telecommunications Trends
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    • v.32 no.6
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    • pp.48-56
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    • 2017
  • Augmented reality/virtual reality(AR/VR) technology has a very long research history, beginning in the 1860s. As of the CES of 2016, the expectations regarding the commercialization of AR/VR technology have increased, incurring the interest of many people. AR/VR technologies will be established as a part of our everyday life, such as smartphones, by combining the breakthrough developments of displays, semiconductors, sensors, and various content development technologies. However, until recently, the results of innovative technological developments and market growth had not been reported. In this article, we analyze these trends by focusing on display technologies, and discuss future directions.

Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.700-709
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    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1964-1967
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    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.