Features of Types and Content-design of Mixed-reality-based Devices
Features of Types and Content-design of Mixed-reality-based Devices
한정엽(남서울대학교)
10권 2호, 63~72쪽
초록
(Background and Purpose) The government suggested a virtual training system as a futuristic food development program through developing a leading industrial technology. At the time when non-official demand for virtual training system area gets dramatically increasing, it is urgent to study the features of various devices based on mixed reality and following content design. The purpose of this study was to classify four media environments of real world, reinforced reality, reinforced virtuality and virtual world based on the mixed reality theory presented by Paul Milgram and Fumio Kishino and to study the features of device types and content design according to them so that it would present a developing orientation of experience-content design that is an important element in composing an integral space according to the virtual reinforced technology that would be developed in the future.(Method) The features of devices developed to be suitable for each environment based on real, reinforced-virtual and virtual spaces have been stated, analyzed and suggested, as well as content designs that can be realized. Currently, the cases of adopting the device of mixed reality space are on laboratory level, rather than common; and the cases of content study based on mixed reality are also not enough. Therefore, this study cannot help but limiting to a few representative cases. The reason why this study is to analyze the features of content that can be applied for mixed reality although those studies are limited is because it would be a useful database in that it suggests to adopt integral device in the future and directions of the content following which.(Results)This study is to classify the media environment through mixed reality into four environments that are real, reinforced real, reinforced virtual and virtual reality spaces, and to suggest a device that can be optimally applied in realizing each environment. In addition to that, this study is meaningful in that it presents a direction to use various content based on mixed reality from the perspective of design to creative new industrial eco-system in the future. From this point of view, the analysis can be presented as the following four large conclusions. Content design of real environment can characteristically be used for many experience-type content such as experience-based education or safety education by adopting for realistic interactive device. Reinforced-realistic environment offers information on objects or space within a place or various additional information through marker, so it can be used as company-marketing content that needs various information to give shapes to images. Reinforced-virtual reality environment can be mixed with various virtual space according to virtuality types that are expressed in 2D or 3D. Virtual reality environment can be used for the content for composing spaces of various genres that require intensive concentration such as VR game or VR heritage. (Conclusions) Devices according to the four environments of the mixed reality are being integrated into a space of integral and intelligent information, and are estimated to develop into a realistic-experience content which is available with no restrict in time, space and information, by fusing, combining and harmonizing with each other according to the purposes of experiences.
Abstract
(Background and Purpose) The government suggested a virtual training system as a futuristic food development program through developing a leading industrial technology. At the time when non-official demand for virtual training system area gets dramatically increasing, it is urgent to study the features of various devices based on mixed reality and following content design. The purpose of this study was to classify four media environments of real world, reinforced reality, reinforced virtuality and virtual world based on the mixed reality theory presented by Paul Milgram and Fumio Kishino and to study the features of device types and content design according to them so that it would present a developing orientation of experience-content design that is an important element in composing an integral space according to the virtual reinforced technology that would be developed in the future.(Method) The features of devices developed to be suitable for each environment based on real, reinforced-virtual and virtual spaces have been stated, analyzed and suggested, as well as content designs that can be realized. Currently, the cases of adopting the device of mixed reality space are on laboratory level, rather than common; and the cases of content study based on mixed reality are also not enough. Therefore, this study cannot help but limiting to a few representative cases. The reason why this study is to analyze the features of content that can be applied for mixed reality although those studies are limited is because it would be a useful database in that it suggests to adopt integral device in the future and directions of the content following which.(Results)This study is to classify the media environment through mixed reality into four environments that are real, reinforced real, reinforced virtual and virtual reality spaces, and to suggest a device that can be optimally applied in realizing each environment. In addition to that, this study is meaningful in that it presents a direction to use various content based on mixed reality from the perspective of design to creative new industrial eco-system in the future. From this point of view, the analysis can be presented as the following four large conclusions. Content design of real environment can characteristically be used for many experience-type content such as experience-based education or safety education by adopting for realistic interactive device. Reinforced-realistic environment offers information on objects or space within a place or various additional information through marker, so it can be used as company-marketing content that needs various information to give shapes to images. Reinforced-virtual reality environment can be mixed with various virtual space according to virtuality types that are expressed in 2D or 3D. Virtual reality environment can be used for the content for composing spaces of various genres that require intensive concentration such as VR game or VR heritage. (Conclusions) Devices according to the four environments of the mixed reality are being integrated into a space of integral and intelligent information, and are estimated to develop into a realistic-experience content which is available with no restrict in time, space and information, by fusing, combining and harmonizing with each other according to the purposes of experiences.
- 발행기관:
- 한국공간디자인학회
- 분류:
- 실내환경디자인