• Title/Summary/Keyword: video immersion

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Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

Strategies to Maximize Visual Immersion of Music Videos on YouTube - Case Study of Gangnam Style Music Video - (유튜브 진출 뮤직비디오의 시각적 몰입감 극대화 전략 - 강남스타일 뮤직비디오를 중심으로 -)

  • Kim, KiBum;Kim, KyoungSoo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.313-314
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    • 2014
  • 본 연구는 유튜브 조회수 20억뷰를 돌파하고 기네스북에 오른 강남스타일 뮤직비디오의 시각적 몰입감에 대한 분석을 통해 이를 극대화하는 전략을 찾고자 한다. 분석 결과 뮤직비디오는 댄스 및 퍼포먼스, 출연자와 스타일, 장소 배경 등의 콘셉트가 일관성이 있고 창의적일수록, 주요인물의 등장순서와 배치, 비주얼의 양적 질적 변화, 청각 중심이 시각에 일치되어 기승전결이 고조될수록 시각적 몰입감이 극대화되었다. 향후 제 2, 제 3의 강남스타일 등 한류(韓流)와 유튜브 진출을 목적으로 하는 뮤직비디오 제작을 위해서는 창의적 '시각적 콘셉트'를 발굴하고, 검증된 '시각적 기승전결'을 강화하여 시각적 몰입감을 극대화하는 전략이 필요하다.

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Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Trends and Prospects in Super-realistic Metaverse Visualization Technologies (초실감 메타버스 시각화 기술 동향과 전망)

  • W.S. Youm;C.W. Byun;C.M. Kang;K.J. Kim;Y.D. Kim;D.H. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.24-32
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    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

A Study on "A Midsummer Night's Palace" Using VR Sound Engineering Technology

  • Seok, MooHyun;Kim, HyungGi
    • International Journal of Contents
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    • v.16 no.4
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    • pp.68-77
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    • 2020
  • VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called "A Midsummer Night" so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user's interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

The effect of Social Media Information Attributes on perceived Information usefulness and Customer Attitudes (소셜 미디어 정보속성이 정보유용성과 고객 태도에 미치는 영향 -정교화 가능성 모델(ELM)을 중심으로-)

  • Ryu, Soo-Hyung;Lee, So-young
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.233-247
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    • 2020
  • The video content platform, which is a social media, is used as a means of producing various contents with high immersion, ease of use, and low production conditions. However, existing social media-related studies were insufficient to examine differences in existing information attributes despite the differences in platform types. Therefore, this study intends to examine the relationship between existing media and social media information attributes. The research model was analyzed by surveying 213 video content users. As a result of the research model analysis, information playability, information timeliness, and information provider reliability had a significant effect on information usefulness. However, information vividness, information accuracy, information neutrality, and professionalism of information providers did not have a significant effect. Through this study, the difference between video content and existing media or social media was found, and it was found that a reliable information provider should provide pleasant content at the right time. In addition, through the understanding of the information processing process of video content, which is a key player in the growth of social media, we believe that it will be very helpful in producing quality content.

Emotional adjective profiles of various odor stimuli (감성형용사를 사용한 다양한 향의 프로파일)

  • Jung, Yun-Jin;Lee, Guk-Hee;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.75-84
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    • 2015
  • Although various methods have been proposed and utilized for video reality improvement, use of olfaction still remains at a rudimentary stage. Previous research reported reality improvement effect of some scents when a video displayed specific objects whose odors matched to the scents provided. In addition, another study showed that provision of scents that correspond to the prevailing color of a video improves sense of immersion. However, the above studies have clear limitations because not all videos have specific odor or obvious color. Assuming, in this study, that sensibility-based scent provision in the absence of main odor or color will increase sense of reality, the present study aimed at building adjective profiles of various scents that convey different sensibilities. To this end, in Experiments 1 and 2, we collected a set of adjectives appropriate for description of scents, and in Experiment 3, we built profiles of 16 scents using 30 adjectives. In addition, we grouped scents of similar sensibilities using cluster analysis. These results could be used not only for video reality improvement but also for the purposes of emphasizing product concepts or store positioning, etc.