A Survey of Underlying Base Technologies for Virtual Experience

Authors: Jinseok Seo
DIN
IJOER-FEB-2017-6
Abstract

This paper is a survey of virtual experience provided by virtual reality systems. The author investigated the various underlying base technologies that enable virtual experience and the research results about the virtual experience systems using these technologies. The underlying base technologies that enable virtual experience is divided into recognition, generation, and expression technology. The author analyzed the three types of technologies in more detail and examined the state of the technical elements.

Keywords
Virtual Reality Virtual Experience.
Introduction

A virtual experience is a simulation of a real experience. Instead of experiencing and interacting with physical objects in a real environment, in virtual environments, we interact with specific media in place of physical objects in a real environment. It is the same that the external stimuli sensed by the sensory organs of the human body are transmitted to the brain, and the reaction initiated from the brain again is expressed through various body organs of the human body. On the other hand, from the viewpoint of the object of interaction, the means of sensing and expressing is different.

For example, if a person is experiencing through an interaction method called “conversation,” the actual environment and the virtual environment can be distinguished as shown in Fig. 1 and Fig. 2. In the actual environment [Fig. 1], the voice information generated through the mouth of the human body is transmitted to the ear of the opponent, and the visual information generated from the body (look, facial expression, behavior, etc.) is transmitted to the opponent’s eyes. In the case of Fig. 2, it is assumed that the interaction target in the virtual environment is a general PC. Unlike humans, a person's voice information is acquired by a microphone and the visual information is acquired by a camera. Then, the acquired information processed by a PC's CPU. Response from PC, unlike humans, voice and visual information are represented by a speaker and a display monitor, respectively.

Conclusion

In this study, I investigated the underlying base technologies of virtual reality systems that provides virtual experience to users. Prior to conducting the survey, we analyzed the base technologies in three categories: recognition, generation, and expression, from the perspective that people and computers exchange information. Recognition technology recognizes and digitizes voice and visual information expressed by humans, and generation technology generates new digital information in response to processing of recognition results. Finally, expression technology display digital information as voice or visual information that can be understood by humans. Table 1 summarizes the detailed underlying base technologies included in each category

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