2019•한국실내디자인학회 논문집Requires access

A Study on Spatial Characteristics of Immersion and Reality in Cases of VR and AR Technology and Contents

Jae-Sung Lee, Ju-Yeon Kim

Open publisher page 14 citations

Abstract

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.

About this research paper

What this paper is about

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.

Why it matters

OpenAlex reports 14 citations for this work. Citation counts describe recorded attention and do not establish research quality.

Key contribution

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Method / approach

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Main findings

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Available abstract

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.

Key concepts: Immersion (mathematics), Virtual reality, Computer graphics (images), Human–computer interaction, Computer science, Mathematics, Pure mathematics

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