The aim of this study is to verify the effects of user experiences such as present, flow and arousal between game play under 3D virtual environment(VE) and general video game play. For this purpose, Oculus Rift play test experimental treatment methodology was adapted for analysis. As a result, for the present hypothesis between the VE game and general video game, cognitive and present hypotheses were all adopted except for emotional presence, and there was no difference in arousal effect. And, VE game had significant differences in emotional presence, flow concentration effect, flow merging action & awareness and arousal effect compared with general video game. As the study verified that VE game had higher effect in presence effect, sense of realism and user experience of players than general video games through experimental studies, it contributes to elaborate 3D virtual environment game interface design and user experience study.
This paper presents a parallel kd-tree traversal algorithm based on the parallel binary radix tree construction scheme proposed by Tero Karras in 2012. In his paper, Tero Karras proposed parallel tree construction algorithm which can maximize the utilization of GPU threads, but implementation and analysis of kd-tree are not fully discussed. This paper aims to fill the gap for the specific kd-tree cases. As an application for the kd-tree traversal method proposed in this paper, the proposed method has been implemented with NVIDIA’s CUDA framework and tested on NVIDIA’s realtime raytracing library, OptiX. As a result, the proposed method can construct tree structures within the requirement for realtime process, but still needs specialized spatial caching data structure like the “primitive tree” for highly detailed meshes to handle spatial queries as fast as to visualize implicit surfaces under OptiX framework. However, the proposed method can be applied to dynamic collision detection and manage scene and object information for game applications thanks to its fast tree construction process. Also, realtime raytracing can be applied to game applications based on this study.
이 연구는 비디오게임에서 입력기의 사실성과 시점이 게임이용자에 미치는 심리적 영향을 알아보았다. 먼저, 피험자들에게 레이싱 게임을 선택하여 사실적인 핸들형 입력기와 덜 사실적인 게임패드 중 하나를 제공하고 1인칭 시점과 3인칭 시점을 모두 이용하게 한 후 그 효과를 검증하였다. 연구결과 입력기의 사실성과 시점의 차이에 따라 피험자의 각성, 동일시 정도, 관여도에 차이가 있음이 드러났다. 얻어진 결과들의 함의와 관련논의가 제시되었다.