Collection of user’s biosignal data for evaluation of virtual reality game contents usability and design and implementation of visualization solution
0
조회
0
다운로드
4
인용
0
참고문헌
키워드
초록
Along with development of ICT and 5G and commercialization of high speed network service, virtual reality contents are growing rapidly at 2019. However, criteria for and research on evaluation of usability of virtual reality contents are unsatisfactory. This study is about objective data which allows us to measure reaction and condition of a virtual reality contents user. For research method, comparative analysis of process to collect information on physical condition of a virtual reality game contents user is conducted. For this, information on gaze and heart rate are collected and analyzed through eye tracking and visualization solution to be designed and prototype is implemented. This study proposes a guide to usability evaluation based on data for physical condition of a virtual reality game contents user. Further study is to measure various information on physical condition and sophisticating prototype.
Abstract
Along with development of ICT and 5G and commercialization of high speed network service, virtual reality contents are growing rapidly at 2019. However, criteria for and research on evaluation of usability of virtual reality contents are unsatisfactory. This study is about objective data which allows us to measure reaction and condition of a virtual reality contents user. For research method, comparative analysis of process to collect information on physical condition of a virtual reality game contents user is conducted. For this, information on gaze and heart rate are collected and analyzed through eye tracking and visualization solution to be designed and prototype is implemented. This study proposes a guide to usability evaluation based on data for physical condition of a virtual reality game contents user. Further study is to measure various information on physical condition and sophisticating prototype.
참고문헌 (28)
- Jung-Yoon Kim, "A Study of Immersive Game Contents System Design and Modeling for Virtual Reality Technology", International Journal of Control and Automation, 7(10), pp.411~418 (2014), NADIA[DOI]
- 전정채, "가상현실 기반 체험형 전기안전 교육 시스템의 개발 및 효과 분석", 전기학회논문지, 65(10), pp.1767~1773 (2016), 대한전기학회[DOI]
- 김연희, "뮤지엄의 가상현실 오감체험에 관한 연구", 차세대컨버전스정보서비스기술논문지, 8(2), pp.103~112 (2019), 차세대컨버전스정보서비스학회[DOI]
- 김영은, "한국 전통무용 가상현실 콘텐츠 제작연구", 디지털예술공학멀티미디어논문지, 4(2), pp.1~7 (2017), 차세대컨버전스정보서비스학회
- 김지수, "VR 애니메이션 멀미유발 감소를 위한 영상 연출 연구", 차세대컨버전스정보서비스기술논문지, 8(3), pp.235~244 (2019), 차세대컨버전스정보서비스학회[DOI]
- Jung-Yoon Kim, "Design and Modelling Immersive Game Contents System for Virtual Reality Technology", Technology, 4(5) (2014)[DOI]
- 김정윤, "Investigative Analysis ofVirtual Reality Technology through Case Study", 차세대컨버전스정보서비스기술논문지, 3(2), pp.101~108 (2014), 차세대컨버전스정보서비스학회
- 이다미, "가상현실기반의 소프트웨어 품질 평가 모델", 한국IT정책경영학회 논문지, 8(6), pp.303~310 (2016), 한국IT정책경영학회
- Da-Mi Lee, "Quality Model for VR-Based Software", pp.2017
- Sim Hanmoi, "A Study on Emotion Classification utilizing Bio-Signal (PPG, GSR, RESP)", Art, Culture, Game, Graphics, Broadcasting and Digital Contents, pp.73~77 (2015)
- Al-Kilidar Hiyam, "The use and usefulness of the ISO", IEC 9126 quality standard, 2005 (2005), 7~
- Jung-Yoon Kim, "A Study on Comparison and Analysis of Usability Evaluation Model Gameplay", Advanced Sciences and Technology Letters, 99, pp.227~230 (2015)[DOI]
- 유철강, "A Study of Mobile Game Usability Evaluation Method", 차세대컨버전스정보서비스기술논문지, 4(1), pp.29~34 (2015), 차세대컨버전스정보서비스학회
- 정원준, "VR 콘텐츠의 사용성 평가를 위한 설문 조사기법 연구", 차세대컨버전스정보서비스기술논문지, 8(3), pp.337~350 (2019), 차세대컨버전스정보서비스학회[DOI]
- 유지원, "가상현실 기반 지능형 원격검침 인프라 훈련 콘텐츠에 대한 사용자 경험 평가 사례연구", 교육정보미디어연구, 24(4), pp.779~803 (2018), 한국교육정보미디어학회[DOI]
- 김은솔, "미디어아트를 위한 생체 센서의 활용 - EEG 인터페이스를 활용한 뇌파 데이터를 중심으로 -", 디지털예술공학멀티미디어논문지, 5(2), pp.147~158 (2018), 차세대컨버전스정보서비스학회[DOI]
- Jung-Yoon Kim, "A Study of Smartphone Game Users through EEG Signal Feature Analysis", International Journal of Multimedia and Ubiquitous Engineering, 9(11), pp.409~418 (2014), Global Vision Press[DOI]
- Jung-Yoon Kim, "EEG signal feature analysis of smartphone game user", Advanced Science and Technology Letters, 39, pp.14~19 (2013)[DOI]
- 정지민, "감성 데이터 서비스를 위한 실시간 위치기반의 감성정보 수집방법", 차세대컨버전스정보서비스기술논문지, 8(3), pp.253~262 (2019), 차세대컨버전스정보서비스학회[DOI]
- S. H. Nam, "Dance Exergame System for Health Using Wearable Devices", IEEE Access, 6, pp.48224~48230 (2018), Institute of Electrical and Electronics Engineers (IEEE)[DOI]
- Canan Karatekin, "Eye tracking studies of normative and atypical development", Developmental Review, 27(3), pp.283~348 (2007), Elsevier BV[DOI]
- SangHun Nam, "Biological-Signal-Based User-Interface System for Virtual-Reality Applications for Healthcare", Journal of Sensors 2018, pp.2018~ (2018)[DOI]
- 류경화, "운동부하 방법에 따른 수영선수들의 LT 및 OBLA에서의 심박수 반응 분석", 체육과학연구, 14(2), pp.88~96 (2003), 국민체육진흥공단 한국스포츠정책과학원
- 이나래, "혼합현실환경에서 역학적 상호작용은 게임경험을 어떻게 변화시키나?", 디자인학연구, 30(3), pp.113~125 (2017), 한국디자인학회[DOI]
- 박정운, "UX 관점에서 본 VR 콘텐츠의 사용성 평가 요소에 관한 연구", 디지털예술공학멀티미디어논문지, 5(1), pp.43~54 (2018), 차세대컨버전스정보서비스학회[DOI]
- "MySignal" (2019)[URL]
- "miofuse" (2019)[URL]
