• Title/Summary/Keyword: Virtual Reality Contents

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An Integrative Review on Augmented Reality/Virtual Reality Simulation Programs in the Mental Health Area for Health Professionals

  • Han, Soolgi
    • International Journal of Contents
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    • v.15 no.4
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    • pp.36-43
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    • 2019
  • This is an integrative review paper of Augmented Reality (AR)/Virtual Reality (VR) simulation programs in the mental health area including the analysis of the general characteristics, contents, and the impact of the interventions studies. The keywords used to search the studies were "AR/VR" and "medical/nursing students". The author and a postdoctoral research fellow searched four electronic databases: Web of Science, PubMed, EmBase, and CINHA, and as a result nine studies met the inclusion criteria. Among the selected studies AR/VR simulation programs in the mental health area for healthcare professionals were found to be effective in clinical skills as well as for the interpersonal relationship and the stigma of mentally ill patients. Providing an opportunity to experience a safe and effective tool is important when educating health professionals and AR/VR simulation programs are safe and effective. Thus, standardized AR/VR simulation programs are needed to be developed for health professionals.

A Study on Building a Virtual Reality System with Environmental Design (환경디자인에 적용될 가상현실(VR) 시스템의 구축 방법에 대한 연구)

  • Kim, Chi-Young
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.12-21
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    • 2004
  • Modem society is information oriented with countless people needing quick reliable information. They also wart to be freed from the limitations of reality such astime and space and experience the world of imagination as if it was reality. Design is creating something out of nothing which has an innate sense of virtual within it. Since it is a process of bringing an imagingnation or an image to life, it can be described as the realization of virtuality. there are many ways in which computer adapted methods were utilized for design up to now. With the advance of computers, the process of desinging became efficient, visually complex and much easier. Undoubtedly, computer is a powerful hardware an design and furthermore, find a way to maximize the presence and to actively incorporate this in designing. The virtual reality system can be widely applied to environmental design to provude a high quality design and enhance the feeling of reality through imitation experiments. Computer simulation such as virtual reality systems is expected to be used widely in environmental design.

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A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

Virtual Reality Based Cultural Tourist Attractions converging with Souvenir (수베니어를 융합한 가상현실 기반의 문화 관광지 가상체험 서비스)

  • Lee, Ga-Yeon;Lee, Seok-hyun
    • Journal of Convergence for Information Technology
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    • v.7 no.3
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    • pp.111-116
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    • 2017
  • This study offers the possibility as a new product of souvenirs from cultural tourist sites with virtual reality contents, instead of a simple exhibit. Users can watch augmented reality contents on souvenirs, and use the virtual experience service of cultural tourist sites with VR viewer. It has 4K-class high-quality $360^{\circ}$ image capture to increase the immersion of users in virtual space, implement virtual reality space and intuitive UI interaction with users using IMU (Inertial Measurement Unit). It is also possible to apply various add-on functions, including 3D contents, through technical development to increase its marketability, and apply in other industries. In addition, the prototype of the souvenir and VR viewer will be made by using a 3D printer and such in order to apply the contents which will be introduced in this study. Various product expansions can be considered through consultation with the relevant companies for the use of ready-made products.

A Metadata design for Virtual Reality contents service on the web (웹 기반의 가상현실 콘텐츠 서비스를 위한 메타데이터 생성)

  • Hong, Yeon-Mi;Yang, Dong-Ho;Kang, Jeong-Seok;Lee, Sang-Joon;Byun, Young-Cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.474-477
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    • 2006
  • Recently, the needs for the virtual reality service of multimedia contents on the web are increasing. The services are provided by the parameter value of attribute informations of the contents. The Conventional method for managing the parameters is storing the informations separately for the contents, in this method managing and implementing the system are to be costing job. In this paper, a virtual reality service based on meta data is proposed. For the storing and managing the parameter information, we use the free space of the JPEG images. And for testing the effectiveness of the proposed system, we implemented the prototype virtual reality service model.

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A Study on Improvement Plans through Case Analysis of Domestic Disaster Safety Virtual Training Contents (국내 재난 안전 가상훈련 콘텐츠 사례분석을 통한 개선방안에 관한 연구)

  • Eun-Jee Song
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.467-474
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    • 2023
  • Disaster safety education that can respond when a disaster occurs is very important in Korea, where many human resources are generated due to safety insensitivity. Recently, with the development of virtual reality devices and manufacturing technology, the possibility of using a training system incorporating virtual reality technology in the field of safety education is attracting attention. The virtual training system is very effective for training and education because it has an excellent sense of immersion and allows you to experience various disaster situations without time and space limitations. In this study, cases of disaster safety virtual training contents in Korea are collected and investigated, and the current status of domestic disaster safety virtual training contents is identified and analyzed to identify problems and suggest improvement plans.

Implementation of Traditional Architectural Heritage Using Augmented Reality (증강현실을 이용한 건축문화유산 구현)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.131-139
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    • 2012
  • Many researches are actively doing for digital implementation of traditional architectural heritage using multimedia and virtual reality technologies. In addition, various attempts are progressed to utilize the digitally implemented traditional architectural heritage as "contents." Nowadays, the digitally implemented traditional architectural heritage can be displayed on through the Internet and/or many multimedia appliances by these attempts. Recently, virtual reality technology, especially augmented reality technology, begins to grab the attention for digitally implementing architectural heritage. Augmented reality is a technology that makes possible to show the overlapped contents by piling up the virtual objects on the real world. Many studies for augmented reality are progressed because it has an advantage in interacting with virtual objects and information. This study proposes the method of digital implementation of traditional architectural heritage by using augmented reality technology. We presented the method and process of digital implementation of traditional architectural heritage with augmented reality technology. Moreover, digitally implemented traditional architectural heritage with augmented reality is compared with the contents implemented by other computer technologies. We, also, presented how to utilize the traditional architectural heritage contents by using augmented reality.

A Comparative Study of Virtual Reality Content Creation Education by Learner (학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.585-592
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    • 2018
  • As the software education which utilizes the virtual reality in the education field becomes more interested in the teachers and the students, researches are being conducted for the education of virtual reality contents production. The purpose of this study is to analyze the curriculum, outcomes, and evaluation results of virtual reality contents production for educational students, elementary school students, and middle school students. As a result of analysis on each group, there was no difference in adaptability to specific tools, differences in ability of object production in production, and self-confidence and interest in production and utilization of virtual reality in learning attitude.