• Title/Summary/Keyword: 상호작용 미디어

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Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

A Study on the Difference of Perception between Data Home Shopping and Traditional TV Home Shopping by Home Shopping Workers (홈쇼핑 종사자의 데이터홈쇼핑과 기존 TV홈쇼핑의 인식차이에 관한 연구)

  • Jeon, Seong Ryul;Jang, Yong Su;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.218-232
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    • 2020
  • Data home shopping is a kind of T-commerce service with traditional TV home shopping, product DB of data broadcasting, and advantages of catalog shopping based on data broadcasting technology. Since the data home shopping service was partially started in 2012, there were no in-depth researches regarding the perception of data home shopping. Therefore in this paper, the traditional TV home shopping and data home shopping is analyzed how the perception is in terms of platform quality, service quality and content quality and what the difference in perception is. To verify this, a questionnaire survey was conducted on TV home shopping and data home shopping 140 workers who have good understanding of data home shopping. The results showed that the difference of platform quality, service quality and content quality between TV home shopping and data home shopping was significant and TV home shopping had better quality. In terms of platform quality, TV home shopping was 3.75 on a five-point scale and data home shopping was 2.93. Service quality was significantly different between TV home shopping (3.60) and data home shopping (3.25). For the quality of contents, TV home shopping had better quality as 3.21 while data home shopping was 2.82. There was no interaction effect in gender, age, position, and work field except between the age and platform quality.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

Android-Based Synchronous Mobile Distance Learning System with Session Recording and Replay Support (세션 레코딩과 리플레이를 지원하는 안드로이드 기반 동기식 모바일 원격 교육 시스템)

  • Sung, Dae-Hyun;Lee, Jang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1369-1380
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    • 2011
  • Most existing mobile distance learning systems are asynchronous ones that allow students to download lecture video and presentation material. However, there are a few synchronous real-time mobile distance learning systems that support slide, annotation, feedback from student, and lecture video and audio at the same time. These live mobile distance learning systems have an advantage of supporting real-time interaction between students and a lecturer thereby making students understand the lecture better. But, they also have a disadvantage in the sense that they don't allow students to experience the past lecture. This problem can be solved by recording and replaying lecture session. So far, there are few mobile distance learning systems that support session recording and replay. This paper presents a synchronous mobile distance learning system that supports video and audio, slide with annotation, and real-time feedback from students, as well as session recording and replay, which is not supported by the existing mobile distance learning systems. The evaluation of the system among students shows that 61.3% of them were satisfied while 3.2% weren't.

The stillness-motion interface designing of the Web, Based on the e-advertisement concept. (웹 인터페이스의 정.동디자인에 관한 연구 -e광고 컨셉트별 정.동디자인 분석-)

  • 전기순
    • Archives of design research
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    • v.15 no.4
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    • pp.317-326
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    • 2002
  • The Web has taken a strong post as one of the media for advertisement for long time. The Internet has an advantage of an easy access to each of customers; the fractioning of the potential customers; the transcending of the time and space; and the utilizing of the multimedia. As such, the Web as a communication tool has not only all characteristics of the existing media but also the factors such as the sound, motion, and interaction. Therefore the Web designing should be much more flexible and open than any other medias. Nevertheless, most of the Webs being created currently appear to be simply perfunctory and functional. This is because a methodological aspect has not been rooted firmly as the Web design industry has been developed too rapidly, driven by the explosive demand. Therefore, this study is designed to demonstrate the approaching method to the Web-interface designing as an alternative for such methodological aspect. In other words, it is the very stillness-motion interface designing of the Web, based on the e-advertisement concept. The Web as one of the media for advertisement gives the heaviest weight to the users emotional aspects than any other media do. Therefore, it is very important to get the differentiation and impact in the Web-interface designing through the users emotional aspects.

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The Effects of Biased Media Perceptions from (In)congruency between TV Audience's and Broadcasting Company's Partisanship on Evaluations of the Broadcasting Channel (시청자와 방송사의 정치성향의 (불)일치가 방송채널 평가에 미치는 편향적 매체지각 효과)

  • Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.300-314
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    • 2018
  • This study, expending the existing concept of hostile media perception to biased media perception, empirically examined the effects of TV audience's political disposition(liberal, neutral, conservative) and broadcasting company's political disposition perceived by the audience(liberal, neutral, conservative) on evaluations of the broadcasting channel(interestedness, diversity, creativity, reliability, usefulness, fairness, public interest). With the nationwide online survey data from 624 adult audiences, a broadcasting company evaluated as the most neutral in political disposition at the moments of data gathering was selected and respondents' evaluations of the broadcasting channel were analyzed in a two-way factorial multiple analysis of covariance(MANCOVA). The results showed that the perceived political disposition of the broadcasting company affects audiences' evaluations of the channel while audiences' their own political dispositions do not. In addition, due to the interaction effects between audience's and broadcasting company's political dispositions, congruency in political dispositions led to positive evaluations(congenial media perceptions) while incongruency led to negative ones(hostile media perceptions). Based on these results, theoretical and empirical implications were discussed in terms of the formation of attitudes toward TV broadcasting channels.

Oral History as a Record of Dance (무용 기록으로서의 구술사)

  • Lee, Eunjoo
    • Trans-
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    • v.6
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    • pp.43-78
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    • 2019
  • Dance is an art that includes not only art historical facts, but also a series of processes for dancers' body, choreography, and the creation of entire process of dances and their lives. In other words, dance is the art of embodying the experience and consciousness of the dancer as the subject, and embodying it through the physical body, and therefore, the existing empirical study which relies solely on the literature in the history of dance study is difficult to deliver a complete history. Oral history is a new methodology historical writing that overcomes the limitations of research methods based on literature centered documents. Oral history in the field of dance is that the dancer becomes the subject of the history of dance's narrative. The memory and testimony of a dancer can become a history, complement the missing parts of the documentary record, and amount to analysis and interpretation to attempt the history of dance from various perspectives. The history of dance through oral history analysis thus generates another view from the literature. The oral history is acted as a prism that can explore the sociocultural discourse of the time and the history of dance. As a new academic challenge for the history of dance field, I expect to be able to review the artistic, social, and cultural functions and roles of dance beyond the limit of existing literature-oriented history study and to be able to progress to various the history of dance.

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Making Science Documentary: On the role of experts in the production of "Light" by EBS (과학 다큐멘터리 만들기: EBS의 <빛>의 제작과정과 자문위원의 역할을중심으로)

  • Moon, Jiho;Hong, Sungook
    • Journal of Science and Technology Studies
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    • v.13 no.1
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    • pp.145-180
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    • 2013
  • STS studies into science documentaries for television are rare, and they do not even reflect the constructivist fruits of STS. STS have been calling for the need of analyzing 'science-in-the-making' in order to understand science more deeply. Similarly, our starting point is the assumption that science documentary can be better understood when we look into its making process. Under this assumption, we adopted the method of participant observation in analyzing 'documentary practice', trying to open the 'black box' called 'science documentary'. We have here focused on the documentary named "Light" made by a scientific documentary team of EBS, who made "Culture and Mathematics" and "Life". Each of us worked as a main consultant and an assistant staff in making "Light". We will address two main points in this study. First, based on our participant observation and interviews, we will show that the members of documentary making team are thinking about 'science' in distinctive ways. The team tended to emphasize visualization, knowledge linked to people's everyday life, and the distinctive characters of scientists who appear in the documentary. Second, by looking closely into the interaction between the team members and the consultant in the process of completing the script of the documentary, it was possible to understand how the contents of the documentary was constructed more accurately. In the making process, consultant's idea was not simply accepted by the making team, but there were conflicts and compromises. By showing this, we will be able to bring up a reflexive question about the role of consultant in the process of making a science documentary.

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The Study on the Perception of the 10th to 20th Generation on the South and North Korea Relations (남·북 관계에 대한 1020세대들의 이야기)

  • Jeong, Gyeong ju;Cheong, Moon Joo;Kim, Hyun-Soo;Seo, Mi Sook
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.547-560
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    • 2020
  • The study tries to explore the ideas of the 10-20 generations to find improvements in the education policy for future South and North Korea relationship and provide implications on the current unification education and the South and North Korea relationship. Furthermore, through the ideas of the 10th and 20th generations, the goal was to draw in-depth discussions on how to view relations with North Korea for the future development of the South Korea. Afterwards, a total of 14 people(6 teenagers and 8 20s) were selected through a snowballing, and a total of 14 people from each group participated in three focus group interviews. The results were as follows. First, the participants in this study on South and North Korea relation reported three perspectives: the 'nationalist view', the 'pragmatic view' and the 'ideological and systemic view'. Second, There were both negative and positive about North-South relationship. But positive emotions and attitudes were mainly influenced by the media, and negative those were influenced by repetitive and compulsory education. Unlike passive interviews in the first session, during the course of the interview the study participants expressed their opinions and talked about the future of the South and North Korea relations. It is the value of the study, and provides future generations with a sense of what education is necessary in designing the future of Korea, interacting with South and North Korea relation.