Visual Algorithm of VR E-Sports for Online Health Care
Abstract
:1. Introduction
2. Theoretical Background
2.1. Case Study
2.2. Study Case of Visual Algorithm Realization
- F: drawing ‘_’ clockwise at the current position;
- +: changing the direction at 45 degrees counterclockwise;
- [: saving the current position;
- ]: returning to the position saved last.
2.3. Interactive Visual Algorithm Visualization Research Case
3. Analysis Method
3.1. Analysis Targets and Applicable Devices
3.2. Proposed Experiment Method and Analysis Tool
3.3. Experiment Method
4. Experimental Results and Discussion
4.1. B. Text Algorithm Analysis
4.1.1. E-Sports Field
4.1.2. VR E-Sports Field
4.2. C. Typing Analysis
4.3. D. Image of Gaze
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Single Frame | Extension Frame | VR | AR | MR | Hologram |
| | | | | |
Image Typing | |||||
| | | | | |
FOV | |||||
90°’ | 180°~270° | 360° | 360° | 360° | 360° |
Algorithm Visualization | |||||
| | | | | |
(1) Hive “Iris” 2012 | (2) Air-Screen Interactive 7.5 m2 2013 | (3) Rodrigo Carvalho “Break Down” 2014 |
---|---|---|
| | |
Cross-Human Humanoid | Sympathetic | Humanoid in the Media | |
---|---|---|---|
Interactive Case | | | |
Interactive type | | | |
Visual plate | | | |
E-sports | League of Legends | Battleground | StarCraft: Remastered |
| | | |
VR e-sports | VR Beat Saber | VR Dragon Flight | VR HADO |
| | |
Single Frame | Extension Frame | VR | AR | MR |
---|---|---|---|---|
| | | | |
Analysis Tool | A. Analysis Object | B. Algorithm | C. Typification | D. Diagram of Gaze | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Analysis standard | A. Immersive Device | B-1. Device immersion method | C-1. FOV | D-1. User recognition method | |||||||||
Visual | Auditory | Tactile | 90 | 120 | 180 | 360 | Eyes | Hands | Foot | Body | |||
B-2. Interaction range | C-2. Frame immersion | D-2. Interaction method | |||||||||||
x | Y | z | xyz | C-2a. Cross-human humanoid | Eyes | Hands | Foot | Body | |||||
C-2b. Sympathetic | |||||||||||||
C-2c. Humanoid in the media |
Numericalization Tool | Digitization Method | Numericalization Range |
---|---|---|
B-1. Device immersion method | Visual | Depending on the level of physical use 1~5 |
Auditory | ||
Tactile | ||
B-2. Interaction range | X-Y | Depending on the scope of the interaction 1~10 |
X-Y-Z | ||
C-1. FOV | 90° | According to the line of sight 90°~360° |
120° | ||
180° | ||
360° | ||
C-2. Frame immersion | C-2a. Cross-human humanoid | Steps 1 to 3 depending on the device and the degree of immersion of the human body |
C-2b. Sympathetic | ||
C-2c. Humanoid in the media | ||
D-1. User recognition method | 1. Eyes | According to the range of body use 1~4 |
2. Hands | ||
3. Feet | ||
4. Body | ||
D-2. Interaction method | 1. Eyes | |
2. Hands | ||
3. Feet | ||
4. Body |
Analysis Target E-Sports | Text Algorithm |
---|---|
a. League of Legends (LoL) | ➀. The player looks at the screen. |
➁. The player sees the virtual character through the monitor in reality. | |
➂. The player reproduces the movement of a virtual character using a mouse in reality. | |
➃. The computer reproduces the movement of the character on the screen through a mouse controlled by the player. | |
➄. The player sees the movement of the character reproduced by the computer. | |
➅. The player interacts with his mouse control, while watching the movement of the character reproduced by the computer. | |
b. Battleground | ➀. The player looks at the screen. |
➁. The player sees the virtual character through the monitor in reality. | |
➂. The player reproduces the movement of a virtual character using a mouse in reality. | |
➃. The computer reproduces the movement of the character on the screen through a mouse controlled by the player. | |
➄. The player sees the movement of the character reproduced by the computer. | |
➅. The player interacts with the mouse control, while simultaneously watching the movement of the character reproduced by the computer. | |
c. StarCraft: Remastered | ➀. The player looks at the screen. |
➁. The player sees the virtual character through the monitor in reality. | |
➂. The player reproduces the movement of a virtual character using a mouse in reality. | |
➃. The computer reproduces the movement of the character on the screen through a mouse controlled by the player. | |
➄. The player sees the movement of the character reproduced by the computer. | |
➅. The player interacts with the mouse control, while simultaneously watching the movement of the character reproduced by the computer. |
Analysis Target VR E-Sports | Text Algorithm |
---|---|
a. Beat Saber | ➀. The player looks at the screen. |
➁. The player sees the virtual character through the media (HMD). | |
➂. The player sees the movement of the character in the virtual through the media (HMD). | |
➃. The player sees the movement of the character in the virtual reproduced by the computer. | |
➄. The player interacts and moves with the player’s body according to the movement of the character in the virtual reproduced by the computer. | |
b. Dragonfly | ➀. The player looks at the screen. |
➁. The player sees the virtual character through the media (HMD). | |
➂. The player sees the movement of the character in the virtual through the media (HMD). | |
➃. The player sees the movement of the character in the virtual reproduced by the computer. | |
➄. The player interacts and moves with the player’s body according to the movement of the character in the virtual reproduced by the computer. | |
➅. The player interacts with the movement of the character reproduced by the computer and communicates with other players through movement. | |
c. HADO | ➀. The player looks at the screen. |
➁. The player sees the virtual image (character) and reality at the same time through the media (HMD). | |
➂. The player sees the motion of the virtual image (character) reproduced by the computer and the opponent in reality at the same time. | |
➃. The movement of the player is recognized by the computer and reproduced as an image (character) in the virtual. It also shows the opponent’s movement in reality at the same time. | |
➄. The player interacts with the player’s body according to the motion of the virtual image (character) reproduced by the computer and moves with the opponent’s movement in reality. | |
➅. Athletes interact with fellow (team) players, while interacting with the movement of images (characters) reproduced by a computer. Communicate through movement. |
Analysis Target | Frame Format | ||
---|---|---|---|
E-sport | | | |
League of Legends (LoL) | Battleground | StarCraft: Remastered | |
| | | |
VR e-sport | | | |
Beat Saber | Dragonfly | HADO | |
| | |
a. League of Legends | b. Battleground | c. StarCraft: Remastered | d. Beat Saber | e. Dragonfly | f. HADO |
---|---|---|---|---|---|
| | | | | |
| | | | | |
A. Analysis Target | a. League of Legends | b. Battleground | c. StarCraft: Remastered | d. Beat Saber | e. Dragonfly | f. HADO | ||
---|---|---|---|---|---|---|---|---|
| | | | | | |||
B. Text algorithm analysis | B-1. Device immersion | Visual | 4.5 | 4.5 | 4.5 | 3 | 3.5 | 4.8 |
Auditory | 2 | 2 | 2 | 3 | 2 | 2 | ||
Tactile | 3 | 3 | 3 | 3 | 4 | 4.5 | ||
B-2. Interaction range | X-Y | 10 | 10 | 10 | 4 | 6 | 10 | |
X-Y-Z | 2 | 2 | 2 | 1 | 5 | 8 | ||
C. Typification | C-1. FOV | 90° | 90° | 90° | 90° | 90° | 90° | 90° |
120° | 120° | 120° | 120° | 120° | 120° | 120° | ||
180° | - | - | - | 180° | 180° | 180° | ||
360° | - | - | - | 360° | 360° | 360° | ||
C-2. Frame immersion | C-2a. Cross-human humanoid | 1 | 1 | 1 | 1 | 1 | 1 | |
C-2b. Sympathetic | - | - | - | 2 | 2 | 2 | ||
C-2c. Humanoid in the media | - | - | - | 3 | 3 | 3 | ||
D. Diagram of gaze | D-1. User recognition method | 1. Eyes | 1 | 1 | 1 | 1 | 1 | 1 |
2. Hands | 2 | 2 | 2 | 2 | 2 | 2 | ||
3. Feet | - | - | - | 3 | 3 | 3 | ||
4. Body | - | - | - | 4 | 4 | 4 | ||
D-2. Interaction method | 1. Eyes | 1 | 1 | 1 | 1 | 1 | 1 | |
2. Hands | 2 | 2 | 2 | 2 | 2 | 2 | ||
3. Feet | - | - | - | 3 | 3 | 3 | ||
4. Body | - | - | - | 4 | 4 | 4 |
Analysis Method | Analysis Tool | Numericalization Process |
---|---|---|
A. Analysis target | ||
B. Text algorithm analysis | B-1. Device immersion method | Visual |
Auditory | ||
Tactile | ||
B-2. Interaction range | X-Y | |
X-Y-Z | ||
C. Typification | C-1. FOV | 90° |
120° | ||
180° | ||
360° | ||
C-2. Frame immersion | C-2a. Cross-human humanoid | |
C-2b. Sympathetic | ||
C-2c. Humanoids in the media | ||
D. Image of gaze | D-1. User recognition method | 1. Eyes |
2. Hands | ||
3. Feet | ||
4. Body | ||
D-2. Interaction method | 1. Eyes | |
2. Hands | ||
3. Feet | ||
4. Body |
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Lim, S.-G.; Jung, S.-H.; Huh, J.-H. Visual Algorithm of VR E-Sports for Online Health Care. Healthcare 2021, 9, 824. https://doi.org/10.3390/healthcare9070824
Lim S-G, Jung S-H, Huh J-H. Visual Algorithm of VR E-Sports for Online Health Care. Healthcare. 2021; 9(7):824. https://doi.org/10.3390/healthcare9070824
Chicago/Turabian StyleLim, Sang-Guk, Se-Hoon Jung, and Jun-Ho Huh. 2021. "Visual Algorithm of VR E-Sports for Online Health Care" Healthcare 9, no. 7: 824. https://doi.org/10.3390/healthcare9070824