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      • KCI등재후보

        뇌기반 3D 가상환경 멀미 경감 솔루션 개발

        한경훈(Han, Kyunghun),박창훈(Park, Changhoon),김응석(Kim, Eungseok),김대근(Kim, Daeguen),우성호(Woo, Sungho),김현택(Kim Hyuntaek) 한국문화산업학회 2011 문화산업연구 Vol.11 No.2

        Several studies indicated that a rest frame reduced cybersickness, especially the vection induced sickness, associated with exposure to real 3D virtual environments. The form and the way realizing the rest frame in 3D virtual environments have different effects on immersion, presence and reducing cybersickness. Therefore it is important to find the most effective form and method realizing a rest frame in 3D virtual environments reducing cybersickness while at the same time maintaining presence and immersion. In this study, we realized a 3D rectangulartunnel rest frame and a real 3D virtual environment inducing cybersickness. For verifying the rest frame’s effect of reducing cybersickness, 10 subjects were exposed to both rest and nonrest conditions after an interval of three days after the real 3D virtual environment. We recorded electrogastrogram, skin conductance, heart rate, and respiration during the exposure to 3D virtual environment. Simulator sickness questionnaire(SSQ) was used for measuring the intensity of the sickness before and after the exposure. The results showed that the scores of SSQ were not reduced significantly by using the rest frame. All 4 electrophysiological responses were not changed significantly from the baseline period to the exposure of 3D virtual environment in the rest frame condition compared to the nonrest frame condition. The results suggest that 3D rectangulartunnel rest frame is not an adapted rest frame for reducing cybersickness in real 3D virtual environments. Several studies indicated that a rest frame reduced cybersickness, especially the vection induced sickness, associated with exposure to real 3D virtual environments. The form and the way realizing the rest frame in 3D virtual environments have different effects on immersion, presence and reducing cybersickness. Therefore it is important to find the most effective form and method realizing a rest frame in 3D virtual environments reducing cybersickness while at the same time maintaining presence and immersion. In this study, we realized a 3D rectangulartunnel rest frame and a real 3D virtual environment inducing cybersickness. For verifying the rest frame’s effect of reducing cybersickness, 10 subjects were exposed to both rest and nonrest conditions after an interval of three days after the real 3D virtual environment. We recorded electrogastrogram, skin conductance, heart rate, and respiration during the exposure to 3D virtual environment. Simulator sickness questionnaire(SSQ) was used for measuring the intensity of the sickness before and after the exposure. The results showed that the scores of SSQ were not reduced significantly by using the rest frame. All 4 electrophysiological responses were not changed significantly from the baseline period to the exposure of 3D virtual environment in the rest frame condition compared to the nonrest frame condition. The results suggest that 3D rectangulartunnel rest frame is not an adapted rest frame for reducing cybersickness in real 3D virtual environments.

      • KCI등재

        몰입형 가상현실의 아바타 디자인 특성에 관한 연구

        김우상(Kim, Woo Sang),나건(Nah, Ken) 한국디자인문화학회 2018 한국디자인문화학회지 Vol.24 No.1

        본 연구는 몰입형 가상현실과 소셜가상현실 사용자 경험을 고찰하고, 몰입형 소셜가상현실의 아바타 특성을 도출하는데 있다. 또한 도출된 특성을 바탕으로 새로운 커뮤니케이션 환경을 위한 아바타 디자인 방향을 제시하고자 하였다. 이를 위해 학술연구정보 DB를 사용하여 국내외 학술논문 및 도서/출판물 등 문헌조사를 통한 고찰 및 분석을 진행하였다. 연구 내용과 결과는 다음과 같다. 첫째, 소셜가상현실은 공유가상환경(The Shared Virtual Environment) 이라는 특성을 가지며, 공유가상환경을 경험하는 사용자는 다른 존재와 함께 있다는 공존감(The Sense of Togetherness)을 느끼게 된다. 둘째, 몰입형 소셜가상현실과 사용자 경험의 속성을 종합적으로 분석하여 아바타 디자인의 특성을 시각적(Visual) 특성과 비-시각적(Non-Visual) 특성으로 분류하였다. 시각적(Visual) 특성에는 아바타의 개인화(Identity of Avatar), 몸동작과 얼굴표정(Gesture and Facial Expression), 아바타의 상태표현(Display of Status)이 포함되었으며, 비-시각적(Non-Visual) 특성은 촉각적 상호작용 구현(Embodiment of Tactual Interaction), 오디오(Audio) 가 도출되었다. 셋째, 도출된 아바타 디자인 특성을 고려하여 몰입형 소셜가상현실 아바타 디자인의 방향을 세가지로 제시하였다. 첫째, 인간 간 이루어지는 시각적 상호작용을 반영한 아바타 외형 디자인과 애니메이션이 구현되어야 한다. 몰입형 소셜가상현실의 상호작용에서 아바타의 자연스러운 몸동작과 얼굴표정은 사용자의 공존감과 현전감을 크게 촉진시키기 때문이다. 둘째, 다양한 채널(Channel)을 통한 상호작용 기능들을 고려해야 한다. 아바타 간 다양한 채널을 통한 상호작용은 대화 중 많은 정보와 의미를 전달하고, 가상의 아바타를 실제 살아있는 대화상대로 인식하게 한다. 셋째, 아바타와 가상환경 간 상호작용의 특성이 아바타 디자인에 반영되어야 한다. 소셜가상현실에서 한 사용자의 행동으로 환경이 변화될 경우, 그 변화를 인지한 다른 참여자는 다른 존재와 함께 있다는 공존감과 현전감을 더욱 크게 느끼게 된다. 본 연구가 몰입형 소셜가상현실을 위한 아바타 개발과 아바타를 통해 새로운 커뮤니케이션 환경을 경험하는 사용자의 만족도를 높이고 소셜가상환경의 긍정적 효과 증대를 위한 학술적 · 이론적 자료로 활용될 수 있기를 기대한다. The purpose of this study is to investigate immersive virtual reality and social virtual reality user experience and to derive the avatar characteristics of immersive social virtual reality. It also wanted to present avatar design directions for new communication environments based on its proprieties. For this purpose, a review and analysis was carried out through a literature survey, such as domestic and overseas academic papers and bookpublishes, using the Academic Research Database. Research findings and results are as follows. First, social virtual reality has the characteristic of shared virtual environment, and the user experiencing shared virtual environment feels coexistence with other existence. Second, the characteristics of avatar designs were classified into visual and non-visual characteristics by a comprehensive analysis of the characteristics of immersion social virtual reality and user experiences. Visual characteristics included personalization, body language, facial expressions, and status of avatars ; non-visual characteristics were derived from tactile interactions, and audio. Third, the direction of immersive social virtual reality avatar design is proposed in consideration of the derived avatar design characteristics. First, Avatar exterior design and animation should be implemented reflecting visual interactions between humans. This is because the natural gestures and facial expressions of the avatars in the immersive social virtual reality interaction greatly promote the sense of coexistence and sense of the user. Second, Interaction functions through various channels should be considered. The interaction between avatars over different channels conveys a great deal of information and meaning during the conversation, and makes the virtual avatar a real conversation partner. Third, The nature of the interaction between avatars and their virtual environments should be reflected in their designs. In social virtual reality, when the environment is changed by one user’s behavior, the other participants who perceive the change feel the coexistence and the sense of presence that they are with the other. The study could develop avatars for immersion social virtual reality and use them as academic and theoretical data to enhance the satisfaction of users who experience a new communication environment through avatars and to develop positive effects in social virtual environments.

      • SCIESCOPUS

        Occupant responses on satisfaction with window size in physical and virtual built environments

        Hong, Taehoon,Lee, Minhyun,Yeom, Seungkeun,Jeong, Kwangbok Elsevier 2019 Building and Environment Vol.166 No.-

        <P><B>Abstract</B></P> <P>The satisfaction of occupants with a built environment can vary depending on their response to certain design variables, such as window size. However, relevant studies are limited because of the necessity for immense resources and the technical difficulty of creating a physical environment with different window sizes under the same experimental conditions. To resolve this problem, a randomized crossover study design and a new method for virtual reality modeling are implemented to conduct two sets of experiments in the physical and virtual environments. By investigating the satisfaction of 50 participants in different built environments, this study identifies the responses of occupants not only to changes in the window-to-wall ratio (WWR) (i.e., 15%, 30%, 45%, and 60%) but also to differences in the physical and virtual office spaces. The results of this experimental study confirm the following. (i) The virtual environment is an adequate representation of the physical environment of windowed spaces; it exhibits no significant difference in occupant satisfaction between physical and virtual spaces. (ii) The participants express a significantly higher occupant satisfaction with the senses of visual comfort, inner space, and openness with higher WWRs (i.e., 30%, 45%, and 60%) than that with a lower WWR (i.e., 15%) by up to 1.86 times. However, although it is not statistically significant, the increase in the WWR decreases occupant satisfaction in terms of sense of privacy. By applying the proposed experimental approach of utilizing a virtual environment, it is possible to investigate various occupant responses to different window design variables.</P> <P><B>Highlights</B></P> <P> <UL> <LI> Two sets of experiments are conducted in the physical and virtual environments. </LI> <LI> This study develops an easy VR modeling method using <I>SketchUp</I> and <I>Unreal engine.</I> </LI> <LI> Occupant satisfaction with four different WWRs is investigated in the virtual space. </LI> <LI> There is no significant difference in responses between physical and virtual spaces. </LI> <LI> A smaller WWR (15%) generally shows a significantly lower occupant satisfaction. </LI> </UL> </P>

      • KCI등재

        Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment

        Giri Na(나기리),Jinmo Kim(김진모) 한국컴퓨터그래픽스학회 2024 컴퓨터그래픽스학회논문지 Vol.30 No.1

        In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI’s ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

      • KCI등재

        고령자의 치유를 위한 가상 공간디자인의 방향성 연구

        오미현 한국공간디자인학회 2023 한국공간디자인학회논문집 Vol.18 No.7

        (Background and Purpose) This study focuses on the treatment environment for the elderly in virtual spaces and explores the approach of creating non-physical virtual treatment environments customized to the characteristics of the elderly and various types of spaces suitable for them. The purpose of this study is to provide valuable data for the development of virtual environments tailored specifically for the elderly, and aims to specify treatment spaces designed for the elderly within the realm of virtual environments. (Method) For the research methodology, this study is based on prior research and a literature review to analyze the characteristics of the elderly and treatment properties. Subsequently, a case analysis of virtual environments designed for the elderly, along with suggestions for the integration of treatment-centered virtual environments tailored to the characteristics of the elderly. Chapter 2 provides a theoretical analysis and examines treatment environments and virtual environments and investigates the relevance. In Chapter 3, the relationship between the elderly and virtual environments is explored, and case analyses are conducted to examine the treatment characteristics in current virtual environments for the elderly. The scope of the study encompasses treatment, spaces, and the elderly studied in previous research. The virtual environment cases selected for analysis include programs developed by AV, VR, and MR businesses during the past decade. (Results) The research results are as follows. Firstly, the aim of treatment to heal and preserve both the body and the mind. The methods may vary depending on personal experiences, however, the approach method is equivalent for both the elderly and general population. Secondly, virtual spaces have an impact on numerous aspects of elderly's lives including leisure activities, safety education, social reinforcement, and cognitive training. Thirdly, virtual spaces tailored to the psychological characteristics of the elderly are more widely utilized than physical and social environments. Fourthly, the physical characteristics of the elderly can be integrated into the medical facilities tailored to their needs, with the inclusion of cognitive and physical (rehabilitative) elements for treatment purposes. (Conclusions) The psychological characteristics of the elderly can be integrated into leisure welfare facilities designed for the elderly, and sensory and natural elements can be utilized as treatment elements. Within the virtual spaces, programs such as medication, music, art, and performance- related experiences can be offered virtually. Through these experiences, the elderly can soothe their bodies and minds, helping to prevent depression. The social characteristics of the elderly can be considered based on the conditions in domiciliary welfare facilities. As part of the treatment elements, friendliness and social elements can be applied, and virtual spaces can be used for virtual gatherings or virtual travel content tailored to the elderly.

      • KCI등재

        A Comparison of Behaviours and Responses towards Different Social VR Environments in Initial Social Interaction

        정승진,조현재,이현주 한국디자인학회 2022 디자인학연구 Vol.35 No.3

        Background Despite the significant level of recent interest in social virtual reality (VR), there has been little discussion about environment design considerations that affect social interactions. This study suggests two possibilities for environment design in social VR. One is reality-based worlds where the definition of place is obvious, and the other is virtuality-based worlds where the definition of place is ambiguous. This study aims to explore environment roles in social VR by comparing behaviours and users’ responses in the two environments, with a focus on the early stages of social VR. Methods This study collected data from 46 research participants who were assigned to a team and arranged in a virtuality-based or reality-based environment setting. In order to explore initial social interactions, data of exploration and meeting sessions were collected. The differences in behaviour, according to their environment, were compared based on the coding scheme via video recording. For qualitative analysis, a contextual interview was held to understand affective responses by the given environment and the environmental factors influencing behaviours. Results As a result of the behaviour observation analysis, specific behaviours were prominent according to the provided environment designs in the early stages of social interactions. Significantly, we found that the behaviour of gazing at other participants (S_HeD) was significantly higher in the virtuality-based environment, and the behaviour of manipulating objects (In_Obj) was prominent in the reality-based space during the exploration session. On the other hand, the gap in behaviour decreased during the meeting session. As a result of the interview analysis, it was revealed that the virtuality-based environment indicates freedom to users, while the reality-based environment provides familiarity. Conclusions This research contributes to exploring the design possibilities and considerations through user data analysis of the different social VR environments. The study illustrates the importance of environment design in social VR and showes that the design can induce specific behaviours according to its contextual meaning. Also, social interactions can be motivated depending on how users affectively accept the environment. Understanding the role of environment design is significant for successful social VR functioning.

      • KCI등재

        A Study on the Measurement Method of Spatial Position Compensation for Virtual Reality and Real Space Synchronization

        Kee-Jin Park(박기진),Byoung-Hwak Lee(이병학),Nam-Hyuk Kim(김남혁),Sung-Ho Yoon(윤성호) 한국기계가공학회 2018 한국기계가공학회지 Vol.17 No.6

        Recently, with the rapid development of virtual reality technology, there have been more and more applications of virtual reality technology in various fields. In order to realize a virtual reality, a method of implementing a visualization environment through an HMD (Head Mounted Display) is widely used. However, in the current visualization environment through the HMD, the user feels dizziness when worn, It has the disadvantage of imposing restrictions on. In this study, it is aimed to realize virtual reality visualization environment through multi-screen environment which improves the experience effect of virtual environment by using existing screen instead of visualization through HMD, and compensates for shortcomings of HMD method. In order to realize a multi-screen environment as a highly visualized environment, a technique for matching the spatial position of the multi-screen with the spatial position of the virtual environment is required. To do this, we need an efficient method to precisely measure the position of the space, and we propose a spatial position compensation methodology that can efficiently and precisely measure the position of the real space and reflect it in the virtual environment.

      • KCI등재

        현실과 가상현실에서 시야각이 자기중심적 거리지각에 미치는 영향

        진승재 ( Seungjae Jin ),김신우 ( Shinwoo Kim ),이형철 ( Hyung-chul O. Li ) 한국감성과학회 2021 감성과학 Vol.24 No.4

        본 연구의 목적은 현실, 가상현실에서 시야각 수준을 세분화하여 지각된 거리에 미치는 영향을 규명하는 것이다. 본 연구는 가상현실조건 제시에 현실조건 환경을 모방한 복제품을 사용하여 두 관찰조건을 동등하게 구성하였다. 시야각 조작을 위해 현실조건에서 시야각을 제한하는 안경을 사용하였고, 가상현실조건에서 HMD를 통해 현실과 동등한 방법으로 시야각을 제한함으로써 두 관찰조건에서 시야각 수준을 동일하게 조작하였다. 실험에 참여한 성인 18명은 현실, 가상현실 각 관찰조건에서 머리 움직임을 제한한 후 조건에 따라 상이한 제한된 시야로 대상을 관찰하였다. 이후 참가자들은 정신적으로 대상까지 걷는데 소요된 시간을 측정하는 상상보행 측정방법을 통해 지각된 거리를 보고하였다. 대상은 3 m, 4 m, 5 m 거리에 제시되었으며 각 거리수준마다 3회 반복측정 하였다. 측정한 시간 측정치는 거리로 환산하여 분석에 사용하였다. 실험 결과, 가상현실조건의 거리추정치는 현실조건보다 작았다. 또한 시야각 수준이 감소함에 따라 거리추정치가 감소하였다. 현실조건에서 거리추정치는 시야각 수준에 따라 달라지지 않았다. 그러나 가상현실조건에서 거리추정치는 시야각 수준이 감소함에 따라 감소하는 경향을 보였다. 논의에서 본 실험결과와 시사점, 한계점 및 추후 연구 방향에 대해 제시하였다. The purpose of the research was to examine the effect of field of view on egocentric distance perception in the real and virtual environment. The replica that mimicked the real environment condition was used to create the virtual environment condition. We manipulated field of view levels equally in both viewing conditions using glasses that limit the field of view in real-world conditions and limiting the field of view in virtual-world conditions in a manner equivalent to real-world conditions via HMD. Eighteen participants observed the target with a limited field of view in a real and virtual environment without head movement. Then, we measured perceived distance using the timed imagined walking method, which measures the time taken by each participant to mentally walk to the target. The target was shown three times at three different distances from the participants: 3, 4, and 5 m. For the analysis, we converted time estimates into distance estimates. Consequently, the estimated distance in the virtual environment condition was less than the estimated distance in the real environment condition. And as the field of view shrank, the estimated distance also decreased. The estimated distance did not vary with field of view levels in real-world conditions. In the virtual environment, the estimated distance decreased as the field of view decreased, whereas in the real environment, the estimated distance increased. The implications of the results and some future research directions are discussed below.

      • Effect of Field of View on Egocentric Distance in Real and Virtual Environment

        ( Seungjae Jin ),( Shinwoo Kim ),( Hyung-chul O. Li. ) 한국감성과학회 2021 추계학술대회 Vol.2021 No.0

        The purpose of the research was to examine the effect of field of view on egocentric distance perception in real and virtual environment. We measured perceived distance by timed imagined walking method that measures the time of each participant walking to the target mentally. As a result, estimated distance in the virtual environment condition was smaller than those in the real environment condition. In virtual environment condition, estimated distance decreased as field of view decreased unlike real environment condition. This result implies that limited field of view might be the cause of the distance compression in virtual environment.

      • Effect of Field of View on Egocentric Distance in Real and Virtual Environment

        ( Seungjae Jin ),( Shinwoo Kim ),( Hyung-chul O. Li ) 한국감성과학회 2021 한국감성과학회 국제학술대회(ICES) Vol.2021 No.-

        The purpose of the research was to examine the effect of field of view on egocentric distance perception in real and virtual environment. We measured perceived distance by timed imagined walking method that measures the time of each participant walking to the target mentally. As a result, estimated distance in the virtual environment condition was smaller than those in the real environment condition. In virtual environment condition, estimated distance decreased as field of view decreased unlike real environment condition. This result implies that limited field of view might be the cause of the distance compression in virtual environment.

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