모바일 VR기술을 이용한 멀티미디어 디자인 콘텐츠 연구 개발
Development of Multimedia Design Contents using Mobile Virtual Reality
1
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.
Abstract
Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.
참고문헌 (25)
- 정기성, "몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구", 한국컴퓨터그래픽스학회논문지, 22(3), pp.43~52 (2016), (사)한국컴퓨터그래픽스학회[DOI]
- Jason Jerald, "The VR Book: Human-Centered Design for Virtual Reality" (2015), Morgan & Claypool Publishers
- "Oculus Virtual Reality, Article(CrossRef Link)", ~
- "ICT Spot Issue", Institute for Information & communications Technology Promotion(CrossRef Link), 33~39 (2015)
- "Google Cardboard, Article(CrossRef Link)", ~
- "Namu Wiki – Visual Design, Article(CrossRef Link)", ~
- "Dopedia-Visual Design, Article(CrossRef Link)", ~
- 김창수, "디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향", 한국콘텐츠학회 논문지, 11(9), pp.212~224 (2011), 한국콘텐츠학회
- Shepherd Laughlin, "Versions 2016: Trends in virtual reality and culture" (2016)
- Christoph Anthes, "State of the Art of Virtual Reality Technology", 2016 IEEE Aerospace Conference, At Big Sky (2016)
- "Gear Virtual Reality, Article(CrossRef Link)", ~
- "LG Virtual Reality, Article(CrossRef Link)", ~
- "Sony Virtual Reality, Article(CrossRef Link)", ~
- "HTC Virtual Reality, Article(CrossRef Link)", ~
- Byung-Taek Kim, "2014 International Invitation Exhibition of KDAA" (2014)
- Byung-Taek Kim, "2015 International Invitation Exhibition of KDAA" (2015)
- Byung-Taek Kim, "2013 International Invitation Exhibition of KDAA" (2013)
- Myung Jin Park, "The Features of VR(virtual reality) Communication and the Aspects of its Experience", Institute of Communication Research, Seoul National University, Journal of Communication Research, 41(1), pp.29~60 (2004)
- Jun Woo Son, "A Study on the Application Status of Cyber Sickness Mitigation Methods in Korean Virtual Reality Games", Master, pp.2017
- M. Csikszentmihalyi, "Play and intrinsic rewards", Journal of Humanistic Psychology, 15, pp.41~63 (1975)
- 김문석, "e-러닝을 위한 홀로그램 3D콘텐츠 몰입감과 학습만족도의 상관관계 연구", 디자인지식저널, (28), pp.13~22 (2013), 한국디자인지식학회
- "Unity3D, Article(CrossRef Link)", ~
- Jonathan Linowes, "Unity Virtual Reality Projects Paperback" (2015), Packt Publishing
- Tony Paris, "Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile" (2015), O'Reilly Media
- Sky Nite, "Virtual Reality Insider: Guidebook for the VR Industry Paperback" (2014), New Dimension Entertainment
