• Title/Summary/Keyword: Virtual Reality Contents

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An Systematic Review of Trend Analysis in the Addiction Treatment Using Virtual Reality Technology (가상현실을 이용한 중독치료 동향 분석을 위한 체계적 문헌고찰)

  • Kim, Jinsoo Jason;Kim, Nami;Amista, Narcie Faith;Jang, Se Eun;Park, Kyung Eun;Kim, Bee
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.301-302
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    • 2017
  • 본 논문은 가상현실을 이용한 중독치료 동향분석을 위해 관련 연구사례들을 수집하고 중독현상별로 분류하여 치료방법과 치료의 유용성과 한계점, 발전 방안을 분석하였다. 학술연구 데이터베이스인 Science Direct, Medline, Proquest 그리고 Embase에 등재된 논문들 중 1999년부터 2016년까지 중독치료를 위해 가상현실 기술을 실험적으로 적용하고 효과를 검증한 연구 46편을 선정하여 중독의 범주별 치료효과를 분석하였다. 가상현실 치료내용은 단서노출치료를 주로 활용하고 있으며 연구대상은 청소년들보다 성인들이 더 많았다. 니코틴 중독 가상현실치료 연구가 가장 많은 수를 차지했고 그 다음으로는 알코올, 코카인/필로폰, 마리화나 순으로 확인되었다. 가상현실 치료는 다양한 중독 치료에 효과가 있었으며 인지치료와 함께 적용할 때 효과가 더 높았다. 치료의 한계점으로는 비용과 절차상 특수성, 사이버 멀미 등으로 인해 연구대상이 소수이며, 치료회기가 짧고, 장기연구 또는 추후연구를 실시한 경우 많지 않아 추후에 연구완성도를 보완하는 시도가 필요함을 알 수 있었다.

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Production of 3D Mongyudowondo with Reinterpretation of Traditional Paintings (전통회화의 재해석을 통한 3차원 몽유도원도 제작)

  • Kim, Jong-il;Kim, Jong-chan;Cho, Seung-il;Kim, Eung-Kon;Joo, Hae-jeong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.116-119
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    • 2009
  • Culture is an element of showing the quality of life as the factor that a human can become a human being. Furthermore, culture plays a role to make something new and a source for a higher value-added business. In 21C, the term of cultural contents to combine art with digital technology was derived. In this paper, we reconstruct a 3D Mongudowondo which is improved a plain appreciation into a 3D experience of traditional picture to make better user's convenience and approach. It is a device of restoration for cultural contents and a graft on virtual reality after reinterpreting 15C pictures and analyzing text and image.

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The Effect of VR-based Intervention on the Barista Competence of Students with mild Intellectual Disabilities (가상현실 기반 중재가 경도 지적장애 학생의 바리스타 업무 능력에 미치는 효과)

  • Lee, Tae-Su
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.622-630
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    • 2021
  • The purpose of this study was to analyze effects of VR-based intervention on the barista competence of students with mild intellectual disabilities. To do this, 30 students mild intellectual disabilities were participated and placed experimental and control groups of 15 students. Control group participated in the traditional intervention, but experimental group took part in the VR-based intervention. Evaluation was consisted of the basic concept evaluation and the functional evaluation on the work of barista. Evaluations were conducted three times and the collected data was analyzed the repeated two-way ANOVA. In the result of study, experimental group have significantly improved both in basic conceptual learning of coffee and in skills making coffee than control group.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

A Study on Strengthening the Window Effect of Content through Regional Cooperation of Local Traditional Cultural Resources - Focusing on cooperation with 'Namdo Renaissance' content (지역전통문화자원의 지역 협력을 통한 콘텐츠 창구효과 강화를 위한 연구 -'남도 르네상스' 콘텐츠와 연계 협력을 중심으로)

  • Jeong, Yeon Chul
    • Smart Media Journal
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    • v.6 no.4
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    • pp.101-109
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    • 2017
  • Traditional cultural resources in the region have unique cultural characteristics and are highly likely to be differentiated content resources. Therefore, when local cultural resources are developed as content, they can be given a role as a brand symbolizing the region together with economic value creation. In this paper, we propose a method to utilize traditional cultural resources in Jeonnam region as content material and to strengthen the connection with 'Namdo Renaissance' project contents in Jeonnam province. We propose seven regions as a region with content relevance for inter-regional collaboration through resource elements and analysis of Jeonnam cities and counties. We suggest "Story SarangBang" so that we can uncover and systematize stories with symbolic character by region. The developed story resources are developed as experiential contents through realistic media production technology and virtual reality platform and expanded to tourism contents and expanded to the window effect of contents. Also, by expanding cooperation governance between regions, it is possible to enhance opportunities for development of joint contents and enhance utilization as tourist contents, thereby contributing to regional economic development and related industries development.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.

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.