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      Research on Virtual Reality Games Using Hands as User Interface for Oculus Quest

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      https://www.riss.kr/link?id=A108904483

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      다국어 초록 (Multilingual Abstract)

      Recently, numerous VR (Virtual Reality) and AR (Augmented Reality) devices have emerged, and most of the contents on these devices rely on controllers for user interaction. However, controllers have drawbacks that it is difficult to carry, and prone to loss. Moreover, users unfamiliar with the devices may find that the controls are inconvenient. To address these issues, the developed Oculus Quest has introduced hand tracking technology, allowing users to use hand gestures as an interface. However, methods utilizing hand tracking have not been widely researched yet due to its difficulties. This study explores methods that use hands to interact with VR content, and explains how to create a content with it. Also, this study describes its limitation.
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      Recently, numerous VR (Virtual Reality) and AR (Augmented Reality) devices have emerged, and most of the contents on these devices rely on controllers for user interaction. However, controllers have drawbacks that it is difficult to carry, and prone t...

      Recently, numerous VR (Virtual Reality) and AR (Augmented Reality) devices have emerged, and most of the contents on these devices rely on controllers for user interaction. However, controllers have drawbacks that it is difficult to carry, and prone to loss. Moreover, users unfamiliar with the devices may find that the controls are inconvenient. To address these issues, the developed Oculus Quest has introduced hand tracking technology, allowing users to use hand gestures as an interface. However, methods utilizing hand tracking have not been widely researched yet due to its difficulties. This study explores methods that use hands to interact with VR content, and explains how to create a content with it. Also, this study describes its limitation.

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      참고문헌 (Reference)

      1 송승열 ; 임상국, "스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로" 한국멀티미디어학회 25 (25): 844-851, 2022

      2 Joon-Hong Min, "가상현실과증강현실의현실" 커뮤니케이션북스 2016

      3 "Zimmerman & Lanier Develop the DataGlove, a Hand Gesture Interface Device"

      4 Oculus, "Unity Interaction SDK Overview"

      5 Electronic Visualization Laboratory (EVL), "Sayre Glove (first wired data glove)" University of Illinois Chicago

      6 ITSUOSAKANE, "Morton Heilig’s Sensorama (Interview).mov"

      7 "Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System"

      8 "Daniel J. Sandlin Invents the Sayre Glove"

      1 송승열 ; 임상국, "스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로" 한국멀티미디어학회 25 (25): 844-851, 2022

      2 Joon-Hong Min, "가상현실과증강현실의현실" 커뮤니케이션북스 2016

      3 "Zimmerman & Lanier Develop the DataGlove, a Hand Gesture Interface Device"

      4 Oculus, "Unity Interaction SDK Overview"

      5 Electronic Visualization Laboratory (EVL), "Sayre Glove (first wired data glove)" University of Illinois Chicago

      6 ITSUOSAKANE, "Morton Heilig’s Sensorama (Interview).mov"

      7 "Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System"

      8 "Daniel J. Sandlin Invents the Sayre Glove"

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