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A Study on the Problem and Improvement of VR Content Using Motion Platform and VR HMD

모션플랫폼과 VR HMD를 사용하는 VR콘텐츠의 제작환경에 따른 문제점과 개선 방안

  • 권호종 (숭실대학교 글로벌미디어학부) ;
  • 성정환 (숭실대학교 미디어학과)
  • Received : 2019.04.30
  • Accepted : 2019.06.07
  • Published : 2019.06.19

Abstract

Many limitations arise when using washout algorithms to calibrate input values in VR content-making environments using VR HMD and motion platforms. Thus, in this study, we designed a new fabrication method using a control object that turns acceleration into a rotational motion. A total of 30 people were tested to see if the improved method was better than the existing one. The results showed significant differences that the improved method is better for realism, immersion and ride comfort.

VR HMD와 모션플랫폼을 이용한 VR콘텐츠는 모션플랫폼의 움직임 제어가 중요하며 모션플랫폼의 제어는 고전적인 워시아웃 알고리즘을 기반으로 한다. 하지만 고전적인 워시아웃 알고리즘을 사용할 때 모션플랫폼의 구성과 물리엔진사용의 제한 등으로 제약사항이 생긴다. 따라서 본 연구에서는 제약사항이 발생하는 가상환경에서 가속도를 회전운동으로 변환하는 컨트롤 오브젝트를 사용해 고전적인 워시아웃 알고리즘을 보완하는 새로운 제작 방법을 설계했다. 총 30명의 피험자를 대상으로 새로운 콘텐츠 제작 방법이 기존의 고전적인 워시아웃 알고리즘만을 사용한 것과 비교해 효과가 있는지에 대한 실험조사를 하였고, 그 결과 현실감, 몰입감, 승차감 측면에서 유의한 차이로 개선되었음을 알 수 있었다.

Keywords

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[Fig. 1] 6 Degrees Of Freedom

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[Fig. 2] Classical Washout Algorithm

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[Fig. 3] Input change of high-pass filter[4]

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[Fig. 4] Input change of low-pass filter[5]

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[Fig. 5] 3DOF Motion Platform

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[Fig. 6] Road and Vehicle Wireframe

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[Fig. 7] Road and Vehicle Modeling

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[Fig. 8] Experiment progress

[Table 1] 2DOF Motion Platform

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[Table 2] 3DOF Motion Platform

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[Table 3] 6DOF Motion Platform

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[Table 4] Slop rotation angle

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[Table 5] Characteristics of experiment participants

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[Table 6] One-way ANOVA

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