References
- Amato, I. 2014. “When bad things happen in slow motion.” Nautilus. http://nautil.us/issue/19/illusions/when-bad-things-happen-in-slow-motion
- Badni, K. (2011). The collaboration of two different working practices enabling autonomous virtual reality artwork. Digital Creativity, 22(1), 49-21. doi: 10.1080/14626268.2011.548524
- Bittner, L, Mostajeran, F, Steinicke, F, Gallinat, J, & Kühn, S. (2018). Evaluation of flowvr: a virtual reality game for improvement of depressive mood. Biorxiv, 451245. doi: 10.1101/451245
- Brenton, J. A. (2007). Photorealism within Interior Architectural Images [PhD diss.]. Texas Tech University.
- Burley, B., & Studios, W. D. A. (2012, August). Physically-based shading at disney. In ACM SIGGRAPH (Vol. 2012, Pp. 1-7). https://www.semanticscholar.org/paper/Physically-Based-Shading-at-Disney-Burley/3f4b29a0cc51f1ba8baaf99ac008f3acf18d04df
- Butt, A. L, Kardong-Edgren, S, & Ellertson, A. (2018). Using game-based virtual reality with haptics for skill acquisition. Clinical Simulation in Nursing, 16, 25-32. doi: 10.1016/j.ecns.2017.09.010
- Debevec, P. (2006). Image-based lighting. ACM SIGGRAPH 2006 Courses. ACM.
- Fleming, B. (1999). Advanced 3D Photorealism Techniques. John Wiley & Sons.
- Han, H. W. (2011). A Study of Fantasy and Versimilitude in Serious Games. Journal of the Korean Society for Computer Game, 24(3), 1–9. https://www.earticle.net/Article/A154020
- Hao, X, & Varshney, A. (2004). Real-time rendering of translucent meshes. Acm Transactions on Graphics (Tog), 23(2), 120-142. doi: 10.1145/990002.990004
- Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators &Virtual Environments, 1(2), 262–271. doi:10.1162/pres.1992.1.2.262
- Jimenez, J., Sundstedt, V., & Gutierrez, D. (2009). Screen-space perceptual rendering of human skin. ACM Transactions on Applied Perception, 6(4), 23. https://doi.org/10.1145/1609967.1609970
- Jung, K., & Kim, S. W. (2008). Application of non-photorealistic rendering techniques for computer games. Journal of the Korean Society for Computer Game, 14, 91–96. https://www.earticle.net/Article/A89552
- Kaplanyan, A., & Dachsbacher, C. (2010, February). Cascaded Light Propagation Volumes for Real-time Indirect Illumination. Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 99–107. doi:10.1145/1730804.1730821
- Karis, B., & Games, E. (2013). Real Shading in Unreal Engine 4. In Physically Based Shading in Theory and Practice, SIGGRAPH 2013 (pp. 621–635). Course. https://www.semanticscholar.org/paper/Real-Shading-in-Unreal-Engine-4-by-Karis/91ee695f6a64d8508817fa3c0203d4389c462536
- Ki, H. W, & Oh, K. S. (2007). Real-time hierarchical techniques for rendering of translucent materials and screen-space interpolation. Journal Of Korea Game Society, 7(1), 31-42. https://www.koreascience.or.kr/article/JAKO200714364025067.page
- Kim, D. (2017). Video Codecs and Video Formats - 2017, Revised Edition. Communication Books.
- Kim, J. K. (2018). Study on the Photorealism of Digital Architectural Rendering Images. Journal of the Korea Academia-Industrial Cooperation Society, 19(2), 238–246. doi:10.5762/KAIS.2018.19.2.238
- Lee, K. M. (2004). Why Presence Occurs: Evolutionary Psychology, Media Equation, and Presence. Presence: Teleoperators & Virtual Environments, 13(4), 494–505. https://doi.org/10.1162/1054746041944830
- Lee, K. M. (2004a). IT Impact on Society and Mind for Literary Approach in USA. Korea Information Strategy Development Institute.
- Lombard, M., & Ditton, T. (1997). At the Heart of it All: The Concept of Presence. Journal of Computer‐Mediated Communication, 3, 2. https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
- Maslow, A. H. (1968). Toward a Psychology of Being. Reinhold Publishing.
- McLuhan, M. (1964). Understanding Media: The Extensions of Man. MIT Press.
- Mori, M. (1970). The Uncanny Valley. Energy, 7(4), 33–35. doi:10.1109/MRA.2012.2192811
- Mosaker, L. (2001). Visualising historical knowledge using virtual reality technology. Digital Creativity, 12(1), 15-25. doi: 10.1076/digc.12.1.15.10865
- Nam, S., Yu, H. S., & Shin, D. H. (2017). User Experience in Virtual Reality Games: the Effect of Presence on Enjoyment. International Telecommunications Policy Review, 24(3), 85–125. https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART002264806
- Prince, S. (1996). True Lies: Perceptual Realism, Digital Images, and Film Theory. Film Quarterly, 49(3), 27–37. https://doi.org/10.2307/1213468
- Russell, J. (2015). Basic theory of physically based rendering. Marmoset. https://marmoset.co/posts/basic-theory-of-physically-based-rendering/
- Sheridan, T. B. (1992). Musings on Telepresence and Virtual Presence. Presence: Teleoperators &Virtual Environments, 1(1), 120–126. https://doi.org/10.1162/pres.1992.1.1.120
- Slater, M., & Usoh, M. (1993). Representations Systems, Perceptual Position, and Presence in Immersive Virtual Environments. Presence: Teleoperators & Virtual Environments, 2(3), 221–233. https://doi.org/10.1162/pres.1993.2.3.221
- song, N. (2013). Film Directing. Seoul. Communication Books.
- Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73–93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
- Walker, J. 2014. Physically based shading in UE4. Unreal Engine. https://www.unrealengine.com/en-US/blog/physically-based-shading-in-ue4?lang=en-US
- Wang, L, Wang, W, Dorsey, J, Yang, X, Guo, B, & Shum, H. Y. (2006). Real-time rendering of plant leaves. In Acm Siggraph, (2006(Courses), 5-es. doi: 10.1145/1185657.1185725
- Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240. https://doi.org/10.1162/105474698565686