기술의 발전은 예술에도 큰 영향을 준다. 기술이 발전함에 따라 예술계의 양상은 변화하였다. 그러나 단순 기술집약적, 기술 제안 예술이 늘어남에 따라 예술적 가치를 중요시하는 작품을 위한 연구가 필요하다. 따라서 본 연구에서는 현존감을 주는 매체 VR을 활용한 인터랙티브 아 트를 연구하며 몰입감을 주는 미디어아트 제작을 도모함으로써 예술적 가치의 확장을 보여준 다. 몰입감을 위한 비교를 위해 실사 영상 작품과 VR 게임 작품을 관조형 작품과 참여형 작품 으로 제작하고 전시하여 관객들에게 차이점과 연관성을 제시하고 설문조사를 통해 분석한다.
Acknowledging the limited opportunities faced by learners of Korean in the US, this study investigates the efficacy and challenges of immersive Korean language-focus residential programs in US college dormitories. Through an examination of a Korean language dormitory (called K-house) at a Midwestern university in the US, the current study sheds light on the optimal experiences and effective immersive environments that college langauge dormitory programs in the US can foster for both linguistic and cultural learning of Korean. By delving deeper into the specific programming and experiences of K-house residents, the study demonstrates that K-house facilitates access to Korean language and culture, enhances motivation of Korean language study, and cultivates a sense of belonging to the K-house community among K-house residents. Additionally, the findings of this study provide valuable insights for designing effective Korean language dormitory programs that promote language and cultural immersion in the context of teaching and learning Korean as a foreign language. Furthermore, this study offers suggestions for future research in this area.
Background: Most studies targeting stroke patients have confirmed improvements in balance and walking using immersive and non-immersive virtual reality training programs. However, to date, there are not many studies targeting brain activation enhancement for the two training programs. Objectives: The purpose of this study is to investigate the effect of a virtual reality training program on the EEG of stroke patients according to differences in immersion. Design: A randomized controlled trial. Methods: A total of 20 stroke patients, with 10 in an immersive virtual reality training programs group (IVRG) and 10 in a non-virtual reality training programs group (NVRG) were randomly assigned to exercise three times a week for 6 weeks. EEG was measured for 2 minutes using DSI-24. Results: The intra-group difference in relative alpha waves of brain waves was not significant for both groups, and the between-group difference was not significant. Differences in EEG relative beta waves in the experiment group were significant in the Fp1, Fp2, Cz, C3, C4, P3, and O2 in the experiment group, and significant in the Cz and O2 in the control group. As a result of comparing the differences between each group before and after, there was a significant difference in the Fp1 area. Conclusion: Virtual reality training programs based on differences in immersion were found to have a positive effect on EEG. Therefore, it is believed that a virtual reality training program based on differences in immersion can be provided as a clinical intervention method for EEG.
Immersive content provides a differentiated and immersive experience from existing content. It is a type of content that stimulates various senses, such as vision, hearing, touch, smell, and taste, to allow users to experience the world as if it were real. Among them, holograms are a technology that creates three-dimensional images using light. Unlike traditional 2D images, holograms can provide a realistic experience. The three-dimensionality and depth of holograms make users feel a strong sense of space and presence, making them a promising next-generation content for expressing virtual worlds. This study aimed to analyze the suitability of hologram technology for immersive content and the correlation between storytelling in immersive content in this trend. To this end, we produced a holographic immersive content of Tchaikovsky's "Swan Lake," which has a narrative structure of rising action, climax, and falling action. In the production process, we used floating solar panels as a power source, considering the environmental aspect. We showed the produced immersive content to related experts and collected their opinions through semi-structured interviews. As a result of the analysis, we confirmed that holograms are an effective technology for enhancing the immersion of immersive content. We also confirmed that storytelling plays an important role in enhancing the immersion of immersive content.
목적 : 본 연구는 몰입형 가상현실과 비몰입형 가상현실 두 가지 형태의 가상현실 기기를 이용한 중재가 만성 뇌졸중 환자의 상지기능 향상에 미치는 효과를 알아보고자 하였다. 연구방법 : 연구 대상은 뇌졸중 발병 후 6개월 이상인 편마비 환자 3명이었다. 연구설계는 단일대상실험연 구(single-subject research design)인 AB 디자인과 교차 연구설계(alternating design)를 사용하였 다. 중재효과를 측정하기 위한 상지기능 평가는 Box and Block Test와 Fugl-Myer Assessment를 사 용하였고, 연구진행은 기초선 4회, 중재 기간 16회를 포함하여 총 20회기를 진행하였다. 연구결과는 시 각적 그래프와 2SD 구간을 설정하여 분석하였다. 결과 : 연구결과는 비몰입형과 몰입형 가상현실 중재법 모두 기초선과 비교하여 Box and Block Test, Fugl-Myer Assessment 점수가 확연히 증가하였다. 그러나 비몰입형 가상현실 중재와 몰입형 가상현 실 중재 간의 의미있는 차이는 발견할 수 없었다. 결론 : 본 연구는 몰입형 가상현실을 이용한 중재가 비몰입형 가상현실을 이용한 중재와 같이 만성 뇌졸중 대상자의 상지기능 향상에 긍정적인 효과를 줄 수 있다는 것을 확인하였다. 이러한 결과는 만성 뇌졸중 대상자들의 상지기능 향상을 목표로 하는 임상현장에서 가상현실 중재와 연구에 유용한 자료가 될 것이 라 사료된다.
This study investigated how immersive VR store experience generated consumers’ urge to buy via self-imagery and pleasure. It also identified that the processing varied by the level of self-relevance to the VR store. The findings suggest that the impact of VR store experience can be expanded to impulsive/compulsive purchases.
Virtual reality (VR) has been set with an expectation of becoming the technology to enable new electronic businesses on metaverse platforms. VR is an application of three-dimensional computer graphics to create a convincing virtual environment where users can interact (Cowan & Ketron, 2019). The most used immersive VR devices are head-mounted displays. Importantly, in addition to visual sense, auditory, haptic, and olfactory senses stimulating devices are used in conjunction with head-mounted displays to reach a multi-sensory VR experience (Xi & Hamari, 2021). VR has been part of the brand strategy for various marketing endeavours (Cowan & Ketron, 2019) such as viewing furniture or kitchen setups by IKEA or creating virtual customer experiences in the real estate sector. However, VR’s impact on the consumer thought model has not been thoroughly examined. This extended abstract contributes to this shortcoming.
최근, 가상현실(Virtual Reality)과 메타버스(Metaverse)가 화두됨에 따라 음악 또한 시대의 흐름에 맞춘 새로운 형태인 공간음향을 적용한 음악이 등장하고 있다. 본 연구는 공간음향 기술 을 활용한 음악의 산업 활성화 가능성을 파악하는 목적을 가지고, 공간음향의 구현을 위한 이론 적 배경을 정리했다. 이를 위한 연구 방법으로 스테레오로 제작된 음악 콘텐츠와 공간음향으로 제작된 음악 콘텐츠의 비교분석을 위해 스테레오와 공간음향 음악의 제작방식과 주파수 대역 이 미지 분석, 청취평가, 산업 전문가 의견 조사를 했다. 그 결과, 첫 번째로 바이노럴 형태의 공간 음향 음악과 스테레오 음악은 제작 방식에서 분명한 차이가 있었고, 주파수 대역과 스테레오 이 미지에서도 유의미한 차이를 보였다. 두 번째로 두 개 음원의 청취 평가 결과 대중들은 공간음향 음악이 낯설다고 느꼈지만, 현장감 있고 생동감 있는 공간음향에 대해 긍정적인 의견을 보였다. 세 번째로 전문가들은 공간음향을 적용된 음악 콘텐츠가 시장에서 활성화되기 위해서는 제작 파 이프라인의 표준화와 디바이스의 보급이 급선무라고 말했다. 공간음향을 활용한 음악 콘텐츠의 연구분야는 아직 많은 연구가 이루어지지 않아 분명한 한계를 가지고 있지만 앞으로 후속연구들 이 이루어진다면 많은 발전이 이루어질 것이다.
Immersive Virtual Environment Technology (IVET) has emerged as a relevant technology in the marketing environment, with increased use in the retail context (O’Brien, 2016). As its use increases, there is a need to better understand its impact on consumer behavior and the experience that it delivers. Therefore, this study proposes a research model that captures the key constructs in understanding consumer acceptance behavior of the innovative technology used in marketing and how it impacts the brand experience. The objective of this study is to examine 1) antecedents (i.e., message fit and personal innovativeness) that may impact user’s attitude toward the IVET advertisement and self-image congruence, and 2) the transfer of positive or negative IVET advertisement attitude to behavioral intention. Survey was distributed at a large Southern university in USA. Out of 213 survey completed, 143 was usable. Hypotheses were tested using the structural equation model (SEM) analysis with maximum likelihood method (AMOS 23). The results showed that message fit had no significant impact on ad attitude and self-image congruence. Personal innovativeness had positive impact on ad attitude, but not on self-image congruence. Ad attitude had no effect on self-image congruence while having significant positive impact on offline store and online store visit intentions. Lastly, self-image congruence influences both offline and online store visit intentions. The results demonstrate that evaluation of the virtual world brand experience (i.e., attitude toward the IVET advertisement) is a strong predictor of user behavior toward the brand. A consumer’s interactions with a brand in the virtual environment may provide important information about the consumer’s desire to develop a relationship with the brand in other marketing channels, and serves as an opportunity for the marketer to assist in the buying process. Further, personal characteristic such as personal innovativeness may have a significant impact on a their attitude toward the IVET marketing which further leads to consumer’s decision to visit the online and offline store. In addition, self-image congruence were found to positively affect user’s intention to visit the stores, such that consumers who perceive their brand experience as more consistent with their self-image are more likely to consider purchasing the brand in the real world. The results suggest that some consumers may tend to behave in ways that are congruent with their self-identity across marketing channels.
Immersive Virtual Environment Technology (IVET) has emerged as a relevant technology in the marketing environment, with increased use in the retail context (O’Brien, 2016). As its use increases, there is a need to better understand its impact on consumer behavior and the experience that it delivers. Therefore, this study proposes a research model that captures the key constructs in understanding consumer acceptance behavior of the innovative technology used in marketing and how it impacts the brand experience. The objective of this study is to examine 1) antecedents (i.e., message fit and personal innovativeness) that may impact user’s attitude toward the IVET advertisement and self-image congruence, and 2) the transfer of positive or negative IVET advertisement attitude to behavioral intention. Survey was distributed at a large Southern university in USA. Out of 213 survey completed, 143 was usable. Hypotheses were tested using the structural equation model (SEM) analysis with maximum likelihood method (AMOS 23). The results showed that message fit had no significant impact on ad attitude and self-image congruence. Personal innovativeness had positive impact on ad attitude, but not on self-image congruence. Ad attitude had no effect on self-image congruence while having significant positive impact on offline store and online store visit intentions. Lastly, self-image congruence influences both offline and online store visit intentions. The results demonstrate that evaluation of the virtual world brand experience (i.e., attitude toward the IVET advertisement) is a strong predictor of user behavior toward the brand. A consumer’s interactions with a brand in the virtual environment may provide important information about the consumer’s desire to develop a relationship with the brand in other marketing channels, and serves as an opportunity for the marketer to assist in the buying process. Further, personal characteristic such as personal innovativeness may have a significant impact on a their attitude toward the IVET marketing which further leads to consumer’s decision to visit the online and offline store. In addition, self- image congruence were found to positively affect user’s intention to visit the stores, such that consumers who perceive their brand experience as more consistent with their self-image are more likely to consider purchasing the brand in the real world. The results suggest that some consumers may tend to behave in ways that are congruent with their self-identity across marketing channels.
The purpose of this study was to examine the effects of display on time on tasks and virtual presence in the immersive virtual reality. Head mounted display (HMD) and monitor conditions were compared when the participants were asked to complete navigation tasks in a virtual classroom. Time on tasks and virtual presence were measured. Three factors of the virtual presence were applied as dependent variables such as 1) spatial presence, 2) involvement, and 3) realness. The results showed that HMD condition took longer time to finish tasks than monitor conditions. HMD condition showed significantly higher perception from all of the virtual presence factors. Interestingly, there was a significant interaction effect between the display conditions and presence factors. The relationship between display types and virtual presence factors were discussed for future study.
With the rapid growth of the ultra-high-definition (UHD) TV market, immersive technology and applications designed for living room TV environments have become increasingly popular. Therefore, realistic and immersive games are expanding further into next-generation game platforms based on smart TV technology. This paper proposes a technique to integrate 360-degree panoramic video and Internet protocol television (IPTV) systems to create realistic and immersive game services. Three hundred sixty-degree panoramic video is one of the most effective means of providing the immersive perception and reality of first-person free-viewpoints in virtual reality systems. This approach increases immersion into virtual reality space while reducing client loads.
현실감을 제공하는 콘텐츠의 제작 기술은 인터랙티브 몰입형 가상 환경의 응용 분야를 극대화할 수 있는 핵심 기술이다. 이 연구에서는 적응적인 배경 조정을 사용하여 움직임 없는 배경 비디오에서 전경을 분할하고 검출하기 위한효율적인 방법을 제안한다. 배경 조정 영상과 모션 영상간의 배경 차이 방법에 의해 배경으로부터 전경을 결정한다. 마지막으로, 비디오에서부터 분할된 사람의 모션을 기반으로 다양한 몰입형 2D게임을 개발한다. 개발된 기술은 가상현실 환경으로 발전하는 핵심 요소 기술이 될 것이며, 특히 교육 및 엔터테인먼트 등 체험을 요구하는 경우, 새로운 인터랙티브 미디어 기술의 핵심이 될 것이다.
모션 정보를 포함한 비디오 영상으로 인해 컴퓨터 비젼 분야에서 비디오의 활용은 중요한 연구 분야가 되었다. 또한 실시간에서 사람 모션의 인식과 분석에 대한 관심의 증가하고 있다. 인간 모션 분석의 첫 단계는 비디오에서 움직이는 대상을 추출하는 것이다. 배경차를 이용한 방법은 가장 완전한 특징 데이터를 제공하지만, 조명과 외부 요인 때문에 환경 때문에 동적 장면 변화에 매우 민감하다. 이 연구에서는 적응적인 배경 조정을 사용하여 움직임 없는 배경 비디오에서 전경을 분할하고 검출하기 위한 효율적인 방법을 제안한다. 배경 조정 영상과 모션 영상간의 배경 차이 방법에 의해 배경으로부터 전경을 결정한다. 마지막으로, 비디오에서부터 분할된 사람의 모션을 기반으로 몰입형 2D게임을 개발한다.
본 논문에서는 몰입형 가상 환경에서의 문자 입력 방법을 제시한다. 몰입형 가상 환경에서는 사용자가 키보드와 같이 문자 입력에 널리 이용하는 도구를 사용할 수 없기 때문에 문자 입력에 대한 대안이 요구된다. 본 논문의 기본 개념은 사용자가 평소에 많이 이용하는 문자 입력 도구와 유사한 문자 입력 도구를 제안함으로써 배우기 쉽고 효율적으로 이용할 수 있는 문자 입력 방법론을 제시한다는 점이다. 본 논문에서는 모바일 폰의 키패드와 유사한 3x3 구조의 화면 키패드를 사용자 인터페이스로 제안하며, 이 키패드의 문자 배열로는 QWERTY 배열과 유사한 배열로 널리 알려진 모비언스 사의 mobileQWERTYTM를 이용한다[1]. 또한, 익숙하지 않은 3차원 입력 도구를 이용한 화면 키패드 조작이 용이하게 하도록 키패드 상의 키의 방향을 통해서 문자를 입력하도록 하는 방법론을 제안한다. 본 논문에서는 문자 입력을 요구하는 간단한 몰입형 가상 환경에서의 게임을 구현하여 제안하는 방법론을 테스트하며, 여러 유사한 방법론과 비교하여 제안하는 방법론의 장점을 입증한다.
본 논문은 기존 립모션 장비에 홀로그램과 햅틱 장비를 결합함으로써 향상된 몰입감과 사용 용이성을 제공할 수 있는 사용자 인터페이스를 제시한다. 립모션은 사용자 손동작의 물리적 행 동이 직접 가상의 화면상에 영향을 주는 장치인데, 화면상의 가상 손모양을 제어해야 한다는 점과 가상환경에서의 영향을 사용자에게 전달할 수 없다는 한계를 가진다. 우리는 홀로그램을 립모션과 결합시켜 사용자로 하여금 실제 손과 가상 화면을 같은 공간에 배치함으로써 몰입감 을 향상시킨다. 아울러 사용자의 손에 촉각을 전달할 수 있는 햅틱 장비를 장착하여 감각의 상 호 작용을 실현하는 프로타입을 제시한다.
We present the initial results of on-going research for building a novel Mobile Haptic Interface (MHI) that can provide an unlimited haptic workspace in large immersive virtual environments. When a user explores a large virtual environment, the MHI can sense the position and orientation of the user, place itself to an appropriate configuration, and deliver force feedback, thereby enabling a virtually limitless workspace. Our MHI (PoMHI v0.5) features with omnidirectional mobility, a collision-free motion planning algorithm, and force feedback for general environment models. We also provide experimental results that show the fidelity of our mobile haptic interface.