| Literature DB >> 34209695 |
Sang-Guk Lim1, Se-Hoon Jung2, Jun-Ho Huh3.
Abstract
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.Entities:
Keywords: AI; VR; VR e-sports; game.; immersive content; online health care; virtual reality; visual algorithm; visual system
Year: 2021 PMID: 34209695 DOI: 10.3390/healthcare9070824
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032