• Title/Summary/Keyword: Virtual Reality Contents

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Considerable Factors and Disaster/Safety Content Application of Virtual Reality Technology (가상현실 재난안전 콘텐츠 적용 및 고려요소)

  • Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.91-98
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    • 2020
  • Since disaster-safety accidents cause serious damage to human life and property, preparations and responses have been critically challenged by the country and industry. Recently, the government and industry have recognized its importance and are seeking solutions to the causes of disasters in various ways. If virtual reality technology is actively used, it will be easier to prepare and train for disasters, as the social costs will be reduced. However, academic research on this has not been actively studied. In particular, it seems difficult to seek data that comprehensively analyzes or organizes disaster-safety with virtual reality contents. In this paper, we analyze the current status of domestic and overseas focused on virtual reality disaster/safety contents, examine its characteristics, and point out the direction required for advanced service in the future. To this end, the implications of the numerical data of the accident type have been derived, and the direction of development of public institutions, academic research, and industry have also been investigated. Finally, technical considerations are presented as well.

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
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    • v.19 no.5
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    • pp.971-979
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    • 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.

Development of Virtual Reality-based Visual Perception and Cognitive Rehabilitation Service

  • Song, YoHan;Kim, JinCheol;Lee, JeongA;Han, Shin;Lim, YoonGyung;Lee, HyunMin
    • The Journal of Korean Physical Therapy
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    • v.31 no.2
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    • pp.67-75
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    • 2019
  • Purpose: Patients with brain damage suffer from limitations in performing the activities of daily living (ADL) because of their motor function and visual perception impairment. The aim of this study was to help improve the motor function and visual perception ability of patients with brain damage by providing them with virtual reality-based contents. The usability results of the patients and specialists group were also evaluated. Methods: The ADL contents consisted of living room, kitchen, veranda, and convenience store, similar to a real home environment, and these were organized by a rehabilitation specialist (e.g., neurologist, physiotherapist, and occupational therapist). The contents consisted of tasks, such as turning on the living room lights, organizing the drawers, organizing the kitchen, watering the plants on the veranda, and buying products at convenience stores. To evaluate the usability of the virtual reality-based visual cognitive rehabilitation service, general elderly subjects (n=11), stroke patients (n=7), stroke patients with visual impairment (n=4), and rehabilitation specialists (n=11) were selected. The questionnaires were distributed to the subjects who were using the service, and the subjective satisfaction of individual users was obtained as data. The data were analyzed using SPSS 21.0 software. The general characteristics of the users and the evaluation scores of the experts were analyzed using descriptive statistics. Results: The usability test result of this study showed that the mean value of the questionnaire related to content understanding and difficulty was high, between 4-5 points. Conclusion: The virtual reality rehabilitation service of this study is an efficient service that can improve the function, interest, and motivation of stroke patients.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

Genre Oriented Characteristics of Virtual Reality Programs (가상 리얼리티 프로그램의 장르적 특성)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.202-212
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    • 2010
  • The purpose of this study is at clarifying what the genre oriented characteristics of virtual reality programs are. For this, the tests of 'We Are Married' being broadcasted in 'Sunday, Sunday Night' Part 1 of MBC from episode 1 to 8. As a result of analysis, this program was mixing together virtuality and reality by placing the image of virtual couple's life and presentness of entertainers existing in reality appearing at the studio. Also, it was forming sympathy with users as it satisfies fantasy and sense of reality toward marriage by the entertainer couples showing love and conflict that may happen between real couples after setting various categories of couple types. Also, through the device for the public space to confess private feelings through television, it shows the boundary between public domain and private domain breaking up. Along with this, it has implemented amusement characteristics by inspiring enjoyment of users by a substituted satisfaction through various forms of impressions presented to spouse such as materials, effort, gesture or language, etc. Accordingly, the virtual reality program shows authenticity, fiction and amusement by being mixed together and we can see that such genre oriented characteristics act as important strategy appealing to users based on breakup of boundary and genre oriented ambiguity.

Photographic Virtual Reality-based Education Systems for Cultural Property Learning (문화재 학습을 위한 PVR 기반 교육 시스템)

  • Han, Seon-Kwan;Yoon, Kyoung-Nam
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.159-168
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    • 2009
  • This study is a project case research on PVR-based e-book systems for the cultural property learning effectively. In this study, we designed and implemented the systems and contents using a photographic virtual reality technique. This system could provide the students an effectiveness of virtual experience such as a student is at place that has the cultural property. Moreover we developed the educational contents in image DB. We also converted these contents into e-book typed contents that the students easily searched and used the system in class. This systems were applied the students in elementary school. As the result of applying, we found that the PVR-based e-book systems were more effective than plain web-based systems. This study will give advanced education environment to students as well as teachers in future.

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Investigating the perception of instructors on the use of virtual reality education (가상현실 교육적 활용에 대한 교수자의 인식조사)

  • Kim, Ji-Hyo;Park, Seong-Man;Lee, Young-Lim;Joo, Mee-Ran;Park, Eun-Seo;Park, Jong-Tae
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.11-19
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    • 2021
  • The purpose of the study is to explore a plan for effective education using virtual reality in English education. In order to achieve the purpose of the study, the perception of English education using virtual reality was comprehensively investigated and analyzed for teachers(n=20) in the field of English education. The results of the study reveal the followings: 1) Teachers are positively aware of the necessity of English education using virtual reality, but most teachers complained of a psychological burden on education using virtual reality; 2) negative responses were somewhat higher than positive responses to the expectation that virtual reality-based English content would be practical in the educational field; 3) In order to increase the effectiveness of English education using virtual reality, it is necessary to share experiences for educational experience of virtual reality and need to provide various virtual reality contents; and 4) For virtual reality educational application, there is a high demand for teaching and learning method education and training using virtual reality and provision of guidelines for education using virtual reality.

A Study on User Centered Design Process of Virtual Reality Contents (가상현실 컨텐츠의 사용자 중심 디자인 방법론에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.16 no.3
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    • pp.191-200
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    • 2003
  • This paper summarizes the characters of virtual reality contents and its design problems, and suggests user centered approach in design methodology of VR contents. Based on case study of former VR contents design project, I developed a new VR contents design process in experience design perspective. This design process was applied on Tangible Space Initiative project of KIST, which showed positive roles of this design process as a dear communication media between project players, and an active generator of user-centered interaction design.

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Development of App Contents for Information Realistic Experience based on AR (증강현실 기반의 인포메이션 실감체험을 위한 앱 콘텐츠 개발)

  • Moon, Hee Jeoung
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1428-1434
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    • 2020
  • Virtual reality (VR) and augmented reality (AR) technologies can interact intuitively using virtual 3D images. Information signs on buildings that are frequently used by the public play a very important role in conveying information. However, the current information sign has different understanding and interpretation, and it is difficult to communicate quickly and intuitively for interaction. The purpose of this study is to increase the efficiency of information signing through information provision using mobile augmented reality. The InfoAR app not only guides you to the destination of the building, but also acts as a marker for the logo image. The logo image created based on the feature points recognizes the information of the destination. It is converted to AR through a mobile app, allowing users to easily find their destination by obtaining specific information. In addition, it presents interactions that can enlarge, reduce, move, and rotate information about virtual objects augmented through a function called AR. In the future, if user convenience and usability of the interface are added, research is conducted, and the level of completion is improved, such as using VR contents and promotions and business cards, it is expected that highly useful contents will be produced.

Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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