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Development of HMD-based 360 VR Content of Korean Heritage

This document discusses the development of 360-degree virtual reality content focused on Korean cultural heritage sites. It begins with background on the growing virtual reality market and importance of VR content production. It then provides definitions and context regarding Korean cultural heritage and virtual reality. The document presents a case study of producing 360-degree VR content of the Seosan Maae Samjon Bulsang, a famous rock-carved Buddha statue. It details the production workflow and results, finding that heritage VR content is evolving to be more interactive, mobile-compatible, and able to provide immersive educational experiences.

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0% found this document useful (0 votes)
195 views9 pages

Development of HMD-based 360 VR Content of Korean Heritage

This document discusses the development of 360-degree virtual reality content focused on Korean cultural heritage sites. It begins with background on the growing virtual reality market and importance of VR content production. It then provides definitions and context regarding Korean cultural heritage and virtual reality. The document presents a case study of producing 360-degree VR content of the Seosan Maae Samjon Bulsang, a famous rock-carved Buddha statue. It details the production workflow and results, finding that heritage VR content is evolving to be more interactive, mobile-compatible, and able to provide immersive educational experiences.

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ISSN (Print) : 0974-6846

Indian Journal of Science and Technology, Vol 9(24), DOI: 10.17485/ijst/2016/v9i24/96153, June 2016 ISSN (Online) : 0974-5645

Development of HMD-based 360° VR Content of


Korean Heritage
Jung-Yeob Han*
Department of Virtual and Augmented Reality, Namseoul University, Korea; [email protected]

Abstract
Background/Objectives: The purpose of this was to present production and detailed workflow of 360° VR contents
systematically for some world cultural heritages of Korea. For methodology, VR content criteria and conditions were
presented based on theoretical backgrounds of VR. Methods/Statistical Analysis: For the scope, production techniques and
scenarios were derived for 360° imaging contents or heritage-related contents among VR platform contents provided by
Oculus Rift, the most prominent platform for VR contents. On that basis, heritage VR content development plan and results
were systemized. Findings: Regarding the results of this study, the study presented whole processes including VR content
planning, scenario configuration, equipment preparation, shooting, latter part works using stitching, special effects (VR-
VFX), unity and unreal engine for Seosan Maae Samjon Bulsang (Rock-Carved Buddha Triad) through 360° shooting, and
derived the following results. 1. Intelligent 360° VR contents are presented as the direction for future development, enabling
simulation in heritage space through application of LBS (Location Based Service) and motion recognition technology
(Kinect), etc. 2. Heritage 360° VR contents are developing into mixed contents integrating 360° images, interactive and
mobile contents. 3. 360° VR images which have excellent compatibility can find wide range of applications even to different
types of devices and 360° web. 4. HMD-based Korea heritage 360° VR contents are evolving into experiential information
formative space. Improvements/Applications: HMD-based heritage 360° VR contents are developing into simulation,
mixed realization, and informatization types and evolving into experiential information formative space, and therefore
require systematic and detailed research.

Keywords: Contents, HMD, Korea Heritage, Virtual Reality, 360° Video

1. Introduction port plans for 360° videos, VR gaming and VR experience


to create KRW 1 trillion of new market and to preoccupy
the related ecosystems at the Kensington Hotel, Seoul on
1.1 Background and Purpose of the Study February 193. The National Information Society Agency
Global IT companies and foreign media clarified year predicted that the global virtual reality market is going to
2016 as the first year of Virtual Reality (VR) ecosystem soar to USD 391 billion in 20204. They also foresaw that
growth1. Korean government also determined to pursue the VR HMD device market would grow to about cumu-
flagship projects for VR gaming-experience, VR theme lative 83 million units (about 11.6 trillion market) by
parks, screen X and etc. to preoccupy the new market of 20185. In case of VR content market, the weight of content
culture-Korean wave in a briefing for securing a growth market out of VR market was KRW 126.1 million in 2014,
engine through creative economy and cultural prosper- but Tractica predicted that it would account for KRW 21
ity at the Blue House on January 18, 20162. The Ministry trillion, two thirds of the total of the market, in 20206.
of Science, ICT and Future Planning and the Ministry of Accordingly, large social network service providers of
Culture, Sports and Tourism announced intensive sup- Facebook, YouTube, Oculus Rift and Gear VR have built

*Author for correspondence


Development of HMD-based 360° VR Content of Korean Heritage

platforms to experience 360° videos for free in an effort 2. Understanding of VR Contents


to dominate the VR content market. The market demand
for VR contents is rapidly increasing, and many global
companies are scrambling to launch commercialization 2.1 Understanding of Heritage of the
models, but the environment in Korea is still insufficient7. Republic of Korea
But recently, Samsung and LG have released a variety of
The dictionary meaning of heritage is the “heritage of the
cameras and devices that can create 360° VR, and the gen-
country and society”8. Heritage of Korea is a source of
eral public has been able to enjoy 360° video experience
inspiration in our lives as tangible and intangible culture
easily through Facebook and Youtube. The production
which had been created and accumulated in the history of
workflow in the 360​​° VR content production subject to
Korea, and handed down to be preserved and developed.
Buddha Triad Carved on Rock Surface was systematized
Harriet Deacon, an honorary researcher at the University
through the study, designated as the National Treasure 84
of Cape Town, South Africa, defined the heritage saying
that is Cultural Heritage of the Republic of Korea. Based
that “Tangibility and intangibility are just lenses in which
on this, the study tried to propose a proactive develop-
they are recognized. Nevertheless, conceptual differences
ment model of VR contents of heritage in the future.
between the tangible heritage and intangible heritage dis-
tinguished by the UNESCO Convention is evident” at
1.2 Scope and Methods of the Study the International Symposium of 2012 UNESCO advisory
The subject of the study was Buddha Triad Carved on organization for Intangible Cultural Heritage (ICH)”9.
Rock Surface for HMD experience. And the study pre- Heritage of Korea can be classified into a cultural heri-
sented detailed and systematic production workflow in tage, documentary heritage, intangible heritage, natural
the 360​​° VR content production. This was undertaken as heritage and national treasures listed in the UNESCO
a previous step of development, and it could not but be World Heritage Site. First World Heritage Site is a total of
limited in the selection of cases. In the study, the scope 13 places, including the representative Changdeok Palace
of case collection was limited to the cases with contents (1991 listed). The world’s documentary heritage is a total
which are heritage-related or created with 360° images of 10, including Hunminjeongeum (1997). The world’s
out of VR platform contents provided by Oculus Rift and intangible heritage is a total of 17 including the royal
Gear VR, the representative platform of VR contents. ancestral rite and ritual music at the Jongmyo Shrine.
For 10 contents with the rate of 3.0 or more of experi- World Natural Heritage is Jeju Volcanic Island and Lava
ence satisfaction, case analysis details are comprised of Tubes which was listed. Finally, as the national treasure
title, producer, production methods, experience infor- that is designated by its country, a total of 390 pieces
mation, experience elements, and experience view. The including the representative Buddha Triad Carved on
method of the study was to set a research strategy in three Rock Surface were designated10. Buddha Triad Carved on
stages. Step 1: For the theoretical background, the study Rock Surface is a granite statue of the late Baekje which
presented characteristics of the HMD, measurement became more famous being called as the smile of Baekje,
and conditions of the VR contents based on the Virtual and was designated as National Treasure No. 84 in 1962.
Reality (VR) theory. Step 2: For case analysis method,
production techniques and characteristics of each content 2.2 Understanding of Virtual Reality
are analyzed qualitatively in order to draw the production
J. Baudrillard’s simulation defines ‘hyperreality’ as more
techniques and scenarios suitable for this study by target-
realistic than the reality, as virtual reality created by the
ing the contents of VR co-platform. Step 3: Based on the
digital media11. For the naming of Virtual Reality, Jaron
case analysis, the study systematized detailed production
Lanier who developed a virtual reality equipment in
workflow in order to propose a direction proper for VR
1987 used the term virtual reality for the first time, and
content production of heritage.
defined it as ‘immersive visual experience created by a
computer”12. The goal of virtual reality is for users to expe-
rience telepresence. Presence means ‘sense of being felt in
some circumstances’ experiencing mediated perception
Figure 1. Virtuality Continuum (VC)15.
in the virtual environment through digital media13”. For

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Jung-Yeob Han

the systematic classification of the reality and virtuality, Table 1. Configuration conditions of the HMD19.
Paul Milgram and Fumio Kishino explain it as Virtuality Item Conditions
Continuum (VC) concept connecting the reality and vir-
High UHD4K (4128x3096) or QHD (2560×1440)
tuality with four environment such as Real Environment Resolution or higher display that users can feel the
(RE), Augmented Reality (AR), Augmented Virtuality Display vividness
(AV) and Virtual Environment (VE)14. Wide viewing The users need to secure more than 90°-
Public recognition of the virtual reality was dealt angle (FOV) 110° viewing angle similar to the human
with conceptually in Matrix, Total Recall, and Ghost in body
the Shell. And in the field of novel it was also recognized Stereoscopic Stereoscopic image realization technology
as ‘cyberspace’ in the William Gibson’s science-fiction 3D that makes to feel the sense of three-
novel, Neuromancer. Modern experience equipment for dimension (depths) by presenting a pair
of binocular parallax 2D images to each of
virtual reality was an entertainment device to experience
the eye using the difference of viewpoint
three-dimensional images, surrounding sounds and smell between both eyes
with Sensorama developed by Morton Heilgin in 196216.
Positional An omnidirectional position tracking
More advanced concept of the first HMD (Head Mounted Tracking technology detecting the location and
Display) was ‘A Head-Mounted Three Dimensional movement of users
Display’ developed in 1968 by Professor Ivan Sutherland Head tracking A technology for recognizing the direction
based on “The Ultimate Display” research in 196517. Since and speed of users’ moving heads that
then, many types of HMDs have been produced, and requires recognizing with above 0.02 sec.
finally in 2012 Oculus Rift DK1 was developed to show motion reaction rate
limitless possibilities and popularity in virtual reality 4G Internet In order for Latency, the time taking from
experience. transmission a PC to a virtual augmented reality device,
speed to be 20ms or less, above 4G (2M-150Mbps
transmission rate) data transmission rate is
2.3 HMD Properties required.
HMD is the most important device in the experience of
the 360° VR. Each step of principle, configuration, devel- In 2016, the current status of HMD development is
opment status, and the types and specifications of HMD a total of 20 including 9 commercially available devices,
are as follows. First, for the principle of the HMD, three- 9 published developer devices, and 13 on-going devices.
dimension is formed through a VR device for each scene The category of specific device names is presented in
viewed by the left eye and by the right eye based on the Table 2.
focus of users. On this, optical lens are attached to secure
90°-110° viewing angle similar to the human body. Table 2. 2016 status of HMD development
Item Manufacturer & Product name Quantity
Durovis Dive, VRTX One,
Commercial Google CardBoard, DODOCase,
version Homido, Samsung Gear VR & 9
released Gear VR2, Cal Zeiss, VR One,
Figure 2. Visual principles of HMD, HMD viewing angle18. Archos and Mojing Storm
Oculus Rift DK1 & DK2,
The HMD consists of head tracking to sense presence ANTVR Kit, Moggles, VRELIA,
Developer
and simulation and to prevent motion sickness, stereo- Avengant Glyph, Sony HMZ- 9
version
scopic 3D, FOV, positional tracking, high-definition T3W, Razer OSVR and LG
display (4K), frequency rate above 60Hz, GPU capable 360VR
of processing more than 60 frames per second and 2.3 Oculus Rift CV1,
million pixels, and 4G Internet speed. Configuration con- Light&Shadows NEO, Vrizzmo,
Development
Fove, Altergaze, Panoglass, 13
ditions of the HMD are presented in Table 1. announcement
XGVR, Viewbox, AirVR, Pinc
and Apple

Vol 9 (24) | June 2016 | www.indjst.org Indian Journal of Science and Technology 3
Development of HMD-based 360° VR Content of Korean Heritage

The type of HMD is classified largely into four of the spread of VR contents to the public. But because a
mobile removable-type, PC-type, console type, and sensor required for the VR experience is missing, there is
assembled type. 1. For a mobile removable-type, Samsung a drawback to experience quality degradation. The char-
Galaxy Gear VR is representative. Its display resolution acteristics of HMD Types are presented in Table 3.
is a QHD (2560×1440) showing excellent realism, and
providing excellent portability, usability, and scalability 2.4 360° VR Recording Equipment and
through wireless connection. However, disadvantages are Production Programs
requiring continued charging of the battery and a slower
In the 360° VR content production, 360° VR record-
motion reaction rate by wireless than wired connection.
ing equipment and production programs are important.
2. For PC-type, Oculus Rift DK2 is representative. With
First, the 360° VR recording equipment are 7 GoPro Hero
excellent resolution and tracking performance users can
4 Black Cameras, 1 GoPro remote control, a holder (rig)
enjoy a variety of contents via the VR platform with no
capable of holding 7 cameras, a battery charger necessary
battery problems, above all. But, the disadvantage is that
for outdoor shooting, a tripod required for shooting, a
it is not suitable for an active experience, as it is designed
camera bag for shock absorption, a high-speed SD card, a
to be used in sitting condition by connecting a cable to the
SD card reader, slate and etc. The category of specific 360°
PC. 3. For console type, Sony HMZ-T3W is representa-
VR recording equipment is presented in Table 4.
tive. It is going to be used in conjunction with a variety of
The program consists of a stitching program, a spe-
Sony’s upcoming console devices such as PS4 and PSVita,
cial effects (VFX) program and a VR content production
and a variety of game contents already released is good
engine. 1. The stitching program is the process of pro-
point. But the disadvantage is limited activity, as it is used
duction of 360° panorama video from 7 videos recorded
by connecting a cable to the console device as well. 4. As
consisting of a video editing program that matches the
the assembled type consists of a cardboard box, two fish-
sync, a stitching program that makes one 360° video from
eye lens and a magnet, it is cheap and has contributed to

Table 3. The characteristics of HMD types


Mobile removable-
Item PC-type Console type Assembled type
type
Product image

Product name Samsung Gear VR Oculus Rift CV1 Sony HMZ-T3W Google Card Board
Characteristics Resolution: Resolution: 2160 x 1200 Resolution: 1920×1080 Resolution: unmeasurable
2560×1440 Frame: 90Hz Frame: 80Hz Frame: unmeasurable
Frame: 60Hz VR FOV: 100° VR FOV: 94° VR FOV: unmeasurable
VR FOV: 96°

Table 4. 360° VR recording equipment (Photo of Nam Seoul National University)

Image

Name GoPro camera Holder(Rig) GoPro remote Camera charger Tripod


control
Image

Name Bag SD card Tripod Slate SD card reader

4 Vol 9 (24) | June 2016 | www.indjst.org Indian Journal of Science and Technology
Jung-Yeob Han

7 videos and a program for correcting the 360° video cre- by selecting an option following the movement of the
ated. 2. The 360° special effects program consists of 360° view. However, they are limited for selecting the method
VR-VFX program to input texts and three-dimensional of an individual content and providing additional infor-
images into the completed 360° video. 3. Lastly, VR pref- mation. 360° VR Video + UI optional type are presented
erences and UI configuration, control configuration, and in Table 6.
building are set into a VR device using unity 3d or Unreal
Engine in order for users to experience the 360° video 3.3 Case Analysis of 360° VR Video +
with HMD. Portable Type
With 360° VR Video + Portable type, extreme sports or
3. Case Analysis of 360° VR car racers can be experienced at the time of the move-
Contents ment. During the experience the view is treated from the
first-person protagonist point experiencing a long take
In the case analysis, a sheet was comprised to analyze the video during movement. When seeing the contents from
three content types of 360° VR Video, 360° VR Video + the information aspect, presence of actual movement is
UI optional type, and 360° VR Video + Portable type in experienced like travels or sports in which tension and
the co-platform provided by Oculus Rift and gear VR in immersion are heightened, as the movement of users’
order for qualitative analysis about the general character- view can be moved with the flow of main character’s
istics and advantages and disadvantages. traffic. However, if shaking is large or a scene changes
frequently, it may cause simulation sickness due to the
3.1 Case Analysis of 360° VR Videos cognitive dissonance. 360° VR Video + Portable type are
presented in Table 7.
360° VR videos are made in several sequences with a long
take shooting mode. During the experience, the view is
mostly treated from the first-person camera point with a 4. Production of 360° VR Content
fixed location to show extremely long shot videos. When of heritage
seeing the contents in the information aspect, the themes
are mostly difficult to experience for the public, as they
deal with a special concert or a place. However, they have 4.1 360° VR Contents Development Plan
the advantage that users can experience them without 360° VR content planning for Buddha Triad Carved on
being conscious of the surrounding, but as most of them Rock Surface is proposed in the Table 8 with a step-by-
are made in a documentary format, they are limited for step processes of VR content data research, scenario
selecting the method of an individual content and pro- configuration, 360° VR imaging and stitching, 360°
viding additional information. Case Analysis of 360° VR VR-VFX, source file production, engine-based VR envi-
Videos are presented in Table 5. ronment configuration, UI controller, VR device building
and publishing.
3.2 Case Study of 360° VR Video + UI
Optional Type 4.2 360° VR Shooting
360° VR Video + UI optional type consists of a single • 360° VR shooting order according to the scenario
theme, but various episodes can be experienced option- is proposed in the Table 9 with a step-by-step
ally. For shooting mode, VR recording technique that work flow of checking and setting recording
consists of dozens of sequences is used by selecting a equipment, shooting location selection, ready to
single theme. During the experience, the view is mostly shoot, checking the camera remote control after
treated from the first-person observer point with a fixed shooting, data verification and moving files.
location watching a long take video in extreme long shot
or medium shot. When seeing the contents from the 4.3 360° VR Stitching and VR-VFX
information aspect, most of them are theme-centered • Stitching is a process of making one 360° video
contents such as adventures, museum visits, or interior from the 7 images shot. 1. A step of matching
space experience. Necessary information can be provided the sync of the 7 images shot by using an image

Vol 9 (24) | June 2016 | www.indjst.org Indian Journal of Science and Technology 5
Development of HMD-based 360° VR Content of Korean Heritage

Table 5. Case analysis of 360° VR videos20


Item
Content image Title and Production
Experience details Experience factor Experience view
Publisher method
Cirque du Soleil’s 360° Watching the Experiencing the Seating to watch the
Zarkan /FELIX & photorealistic performance of Circus show information performance from the
PAUL STUDIOSa imaging + Seat of the sun in a documentary first-person point
3D modeling form
trangers with 360° Experiencing the Experiencing the Experiencing the
Patrick Watson / photorealistic personal studio and personal studio personal studio and
Oculus imaging composition courses of of a musician in a enjoying performances
a musician documentary form from the first-person
observer point
Next VR / 360° Watching sports games Sports gaming Watching sports
NextVR, Inc. photorealistic on site experience from from the first-person
imaging a variety of angles observer point
and locations

Table 6. 360° VR Video + UI optional type21


Item
Content image Title and Production
Experience details Experience factor Experience view
Publisher method
Experiencing
The Wild 360° photorealistic Sites for wildlife Experiencing a
wildlife from the
Within / Dare imaging+UI adventure can be variety of wildlife in
first-person observer
Destination BC modeling selected. a documentary form
point
Content being able to see
360° photorealistic Experiencing a Watching interior
The Suite Life / various interior such as
imaging UI variety of interior by from the first-person
Matterport buildings or the cabin of
modeling selecting UI observer point
an aircraft
Content being able to see Experiencing a Watching the
The Neon 360° photorealistic
various interior such as variety of places museum from the
Museum / imaging UI
buildings or the cabin of of a museum by first-person observer
Massive Square modeling
an aircraft selecting UI point

Table 7. 360° VR video + portable type22


Analysis item
Content image Title and
Production method Experience details Experience factor Experience view
Publisher
360° photorealistic Experiencing surfing Portable type first-
Tihiti in 360 VR
imaging+Portable Surfing in Tihiti with a main character person observer
/ samsung
type on a surfboard point
It Can Wait
360° photorealistic
Driving Being familiar with Portable type first-
imaging+UI
simulator Driving simulation various functions person protagonist
modeling+Portable
/ AT&T needed for driving a car point
type
Services, Inc.
360° photorealistic Experiencing historic Experiencing various
Portable type first-
Matterport / imaging+ UI sites, museums, and elements of an
person protagonist
Matterport modeling+Portable art galleries while archaeological museum
point
type moving by selecting UI

6 Vol 9 (24) | June 2016 | www.indjst.org Indian Journal of Science and Technology
Jung-Yeob Han

Table 8. 360° VR planning and scenario configuration


360° VR development plan 360° VR shooting scenario

Entrance of Buddha Triad Carved on Rock


1 Planning and data survey Surface located in Yonghyeon-ri, Unsan- 1
myeon, Seosan, Chungcheongnam-do

2 VR content scenario configuration Trail entrance (Gorge Bridge) 2

3 Resource file creation Trail (stone steps) 3

3D modeling 360° shooting UI production


A superintendent´s office of Buddha Triad
4
Carved on Rock Surface
Mapping and atlas stitching Script

4 VR device building
In front of the Buddha Triad Carved on Rock
5
Surface
5 Prototype completion and publishing

Table 9. 360° VR planning and scenario configuration


Workflow Description Workflow Description
1 2
Equipment checking Location selection
and camera settings to and camera height
a holder adjustment
3 Blocking staff not to 4 Slating of shooting,
be shown in taken blocking and ending
images, and shooting the shooting after
after checking checking recording
cameras’ preparation status of remote
with a remote control control
5 6
Checking the shooting Data transfer from
data using an SD card the SD card and file
and a reader after the classification by each
shooting ends shooting cut

editing program. 2. The process of stitching the 4.4 360° VR Post Production
sync matched 7 images to one 360° video using
• The post production of VR content consists of
a program. A step-by-step work flow is proposed
VR pipeline configuration, VR preferences, UI
in the Table 10.
configuration and control manager creation, VR
• VR special effects (VR-VFX) is a process of image
correction and special effects to the stitched 360° building and heritage experience with HMD,
VR video, and its step-by-step work flow is pro- and its step-by-step work flow is proposed in the
posed in the Table 10. Table 11.

Vol 9 (24) | June 2016 | www.indjst.org Indian Journal of Science and Technology 7
Development of HMD-based 360° VR Content of Korean Heritage

Table 10. 360° VR stitching and VR-VFX


Workflow Description Workflow Description
Open 7 data Make a single 360°
shot, and edit video from the
1 the images 2 7 images shot by
fitting to the using a specialized
sync. stitching program.
Finish the corrected
Correct the 360° video with
3 completed 4 360° text and special
360° video in effects.
detail.

Table 11. 360° VR post production


Workflow Description Workflow Description
VR pipeline configuration VR preferences
and resource (3D and 360° and resource
1 2
video) preparation configuration

UI configuration and main VR device building


controller creation and experiencing
4
3

5 6

5. Conclusions 3. As 360° VR videos have good compatibility, their utili-


zation in different types of devices and 360 Web is good.
HMD-based 360° VR Content Production of Korean
4. HMD-based 360° VR Content Production of Korean
Heritage is largely summarized to four steps of VR con-
Heritage is evolving as a hands-on information modeling
tent planning and scenario configuration, equipment
space.
preparation and shooting, stitching and special effects
(VR-VFX), and post production using the unity and
unreal engine. When shooting in 360°, there are some 6. Acknowledgment
precautions for easier post edition that is to shoot a sub-
ject at least 2 meters away, and to block staff not to be Funding for this paper was provided by Namseoul uni-
taken in the image. In the post production, out focus, lens versity.
dust, motion blur, shaking, location of UI design should
be noted to avoid the Simulation Sickness, in particular.
Based on the above findings, the development direction
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Vol 9 (24) | June 2016 | www.indjst.org Indian Journal of Science and Technology 9

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