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Visual Algorithm of VR E-Sports for Online Health Care

The need for non-face-to-face online health care has emerged through the era of “untact”. However, there is a lack of standardization work and research cases on the exercise effect of immersive content. In this study, the possibility of the exercise effect of VR e-sports among e-sports cases were pr...

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Detalles Bibliográficos
Autores principales: Lim, Sang-Guk, Jung, Se-Hoon, Huh, Jun-Ho
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8304166/
https://www.ncbi.nlm.nih.gov/pubmed/34209695
http://dx.doi.org/10.3390/healthcare9070824
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author Lim, Sang-Guk
Jung, Se-Hoon
Huh, Jun-Ho
author_facet Lim, Sang-Guk
Jung, Se-Hoon
Huh, Jun-Ho
author_sort Lim, Sang-Guk
collection PubMed
description The need for non-face-to-face online health care has emerged through the era of “untact”. However, there is a lack of standardization work and research cases on the exercise effect of immersive content. In this study, the possibility of the exercise effect of VR e-sports among e-sports cases were presented through a visual algorithm analysis. In addition, the evaluation criteria were established. The research method compares and analyzes e-sports cases and VR e-sports cases by applying existing evaluation research cases. It also sets up a new evaluation standard. As for the analysis result, the device immersion method and interaction range were set through an algorithm analysis; FOV and frame immersion were set through typification; the user recognition method and interaction method were set through the visual diagram. Then, each derived result value was quantified and a new evaluation criterion was proposed.
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spelling pubmed-83041662021-07-25 Visual Algorithm of VR E-Sports for Online Health Care Lim, Sang-Guk Jung, Se-Hoon Huh, Jun-Ho Healthcare (Basel) Article The need for non-face-to-face online health care has emerged through the era of “untact”. However, there is a lack of standardization work and research cases on the exercise effect of immersive content. In this study, the possibility of the exercise effect of VR e-sports among e-sports cases were presented through a visual algorithm analysis. In addition, the evaluation criteria were established. The research method compares and analyzes e-sports cases and VR e-sports cases by applying existing evaluation research cases. It also sets up a new evaluation standard. As for the analysis result, the device immersion method and interaction range were set through an algorithm analysis; FOV and frame immersion were set through typification; the user recognition method and interaction method were set through the visual diagram. Then, each derived result value was quantified and a new evaluation criterion was proposed. MDPI 2021-06-29 /pmc/articles/PMC8304166/ /pubmed/34209695 http://dx.doi.org/10.3390/healthcare9070824 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Lim, Sang-Guk
Jung, Se-Hoon
Huh, Jun-Ho
Visual Algorithm of VR E-Sports for Online Health Care
title Visual Algorithm of VR E-Sports for Online Health Care
title_full Visual Algorithm of VR E-Sports for Online Health Care
title_fullStr Visual Algorithm of VR E-Sports for Online Health Care
title_full_unstemmed Visual Algorithm of VR E-Sports for Online Health Care
title_short Visual Algorithm of VR E-Sports for Online Health Care
title_sort visual algorithm of vr e-sports for online health care
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8304166/
https://www.ncbi.nlm.nih.gov/pubmed/34209695
http://dx.doi.org/10.3390/healthcare9070824
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