논문집

원문다운로드
논문명 VR과 AR 기술 콘텐츠 사례에 나타난 몰입감과 현실감의 특성에 관한 연구/A Study on Spatial Characteristics of Immersion and Reality in Cases of VR and AR Technology and Contents
저자명 이재성(Lee, Jae-Sung) ; 김주연(Kim, Ju-Yeon)
발행사 한국실내디자인학회
수록사항 한국실내디자인학회 논문집  , Vol.28 No.3(통권 134호)
페이지 시작페이지(13) 총페이지(12)
ISSN 12297992
주제분류 계획및설계
주제어 가상현실 ; 증강현실 ; 몰입감 ; 현실감 ; 감성기술 분류 ; 산업별 분류 ; 기술적 분류 VR(Virtual Reality) ; AR(Augmented Reality) ; Immersion ; Reality ; Emotional Technology Classification ; Industry Classification ; Technical Classification
요약2 Recently, as the necessity and importance of Virtual Reality and Augmented Reality are getting bigger and larger, the market size growth and attention are focused on by the development of Virtual Reality technology in the industry. This study investigates the cases of education and entertainment (advertising) where Virtual Reality and Augmented Reality are being actively used and applied in the Virtual Reality and Augmented Reality markets. The results of this research method are as follows. the Virtual Reality and Augmented Reality cases were selected to evaluate the scope of technical use of contents using Virtual Reality and Augmented Reality , and analysis tools of emotional technology factors that can be classified into immersion and realistic elements were simulated and evaluated. As a result, the use of emotional engineering elements and the various technical factors related to emotional engineering elements were used to increase the immersion and realism of virtual reality through Virtual Reality and Augmented Reality technology. One example is that it is directly or indirectly affecting our lives in connection with modern IOT(Internet of things) technology such as education and medical facilities, and contributing to the creation of new fields. In this study, it is possible to establish the criteria that can be utilized in the analysis and application based on the reality of the immersion of Virtual Reality and Augmented Reality in various industrial fields beyond contents in the future, and the technology of Virtual Reality and Augmented Reality reality. This can be used as a framework that can be used as a basis for the analysis of whether or not an impact is being made.
소장처 한국실내디자인학회