• Title/Summary/Keyword: 스크린 공간

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Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

Massive Fluid Simulation Using a Responsive Interaction Between Surface and Wave Foams (수면거품과 웨이브거품의 미세한 상호작용을 이용한 대규모 유체 시뮬레이션)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.29-39
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    • 2017
  • This paper presents a unified framework to efficiently and realistically simulate surface and wave foams. The framework is designed to first project 3D water particles from an underlying water solver onto 2D screen space in order to reduce the computational complexity of determining where foam particles should be generated. Because foam effects are often created primarily in fast and complicated water flows, we analyze the acceleration and curvature values to identify the areas exhibiting such flow patterns. Foam particles are emitted from the identified areas in 3D space, and each foam particle is advected according to its type, which is classified on the basis of velocity, thereby capturing the essential characteristics of foam wave motions. We improve the realism of the resulting foam by classifying it into two types: surface foam and wave foam. Wave foam is characterized by the sharp wave patterns of torrential flow s, and surface foam is characterized by a cloudy foam shape even in water with reduced motion. Based on these features, we propose a technique to correct the velocity and position of a foam particle. In addition, we propose a kernel technique using the screen space density to efficiently reduce redundant foam particles, resulting in improved overall memory efficiency without loss of visual detail in terms of foam effects. Experiments convincingly demonstrate that the proposed approach is efficient and easy to use while delivering high-quality results.

Effects of the seat position in the theater on visual fatigue, presence and perceived characteristics (3D 영화 상영관의 좌석별 위치에 따른 시각피로도, 프레즌스, 그리고 인지된 특성 분석)

  • Chung, Dong-Hun
    • Journal of the HCI Society of Korea
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    • v.7 no.1
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    • pp.1-10
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    • 2012
  • This paper deals with the effects of seat position in the theater on viewers' visual fatigue, presence, and perceived characteristics. As a result of this study, there is a significantly positive effect of Dx(deviation from mean distance from the screen) and viewing angle on visual fatigue. Second, there is no significant effect of seat position on presence. Finally, there is a significantly negative effect of Dx and viewing angle on perceived characteristics. This means, as the author assume, the seat position in the theater during watching a 3D movie is important in case of visual fatigue and perceived characteristics. This paper provides an empirical result related to effect of spatial variable at 3D theater on 3D effect. The results could be helpful to establish spatial standard in 3D theater and 3D contents; furthermore, it could help to establish regulations of visual fatigue induced from 3D effects and indications for 3D efficiency.

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Synchronization Method for Continuous Play among Multimedia Devices (다중 기기에서 이어 보기를 위한 동기화 기법)

  • Kang, Mi-Ran;Kim, Se-Young;Kim, Young-Il;Kim, Dae-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.543-551
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    • 2011
  • Recently various handheld multimedia devices are spreading, and users want to share media contents across their own multiple devices. Conventional synchronization techniques for N-screen services can continuously play contents by switching from an initial device to a new device. In this case, even if a new device plays continuously contents, the initial device stops playing them. In this paper, we propose a synchronization technique in which multiple devices can share and continuously play same contents simultaneously by gathering and passing URI and current play-time of the contents. The proposed synchronization technique is built on UPnP and DLNA, and tested by implementing a wireless home media network system.

Development of Precise Vectorizing Tools for Digitization of Cadastral Maps (지적도면 수치화를 위한 정밀 벡터라이징 도구 개발)

  • 정재준;오재홍;김용일
    • Spatial Information Research
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    • v.8 no.1
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    • pp.69-83
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    • 2000
  • Cadastral map is the basic data that prescribe a lot number, the classification of land category, a boundary and ownerships of the parcels. Because the analogue cadastral map is not appropriate for the Parcel Based Land Information System, computerization of cadastral map is needed. When considering other automatic vectorizing softwares, we conclude that they can not satisfy the accuracy needed in cadastral map. Also screen digitizing methods demand lots of time. So we developed semi-automatic vectorizing program that realized almost capacities, such as overlay display which is needed for screen digitizing , window link, vector file generation , and so forth. As comparing screen digitizing method using AutoCAD with our developed program, we could obtain not only almost same accuracy , but also 35 minute reduction in vectorizing.

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Adaptive Residual DPCM using Weighted Linear Combination of Adjacent Residues in Screen Content Video Coding (스크린 콘텐츠 비디오의 압축을 위한 인접 화소의 가중 합을 이용한 적응적 Residual DPCM 기법)

  • Kang, Je-Won
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.782-785
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    • 2015
  • In this paper, we propose a novel residual differential pulse-code modulation (RDPCM) coding technique to improve coding efficiency of screen content videos. The proposed method uses a weighted combination of adjacent residues to provide an accurate estimate in RDPCM. The weights are trained in previously coded samples by using an L1 optimization problem with the least absolute shrinkage and selection operation (LASSO). The proposed method achieves BD-rate saving about 3.1% in all-intra coding.

A Research on the Design and Implementation of LED Display-based Light Gun Systems

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.85-91
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    • 2024
  • With the current surge in leisure sports activities involving firearms and the costly shooting practices in the military, there's a growing interest in using virtual reality as a cost-effective alternative. This study proposes a system that addresses the drawbacks of existing shooting practice setups, such as dim spaces and high installation costs, by making it feasible on large display screens. The system integrates IR receivers and guns for practice, ensuring usability and efficiency through an application. Additionally, an accuracy adjustment feature enhances precise coordination recognition. As a result, this cyber light gun system offers an affordable solution for outdoor training.

A Study about Urban Screenization of Modern Architecture Surface as Interface (현대 건축 표면의 인터페이스로서의 Urban Screen화에 관한 연구)

  • Kim, Ji-Yeon;Park, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.33-38
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    • 2006
  • 뉴미디어의 특성을 지니며 더욱 다양한 가능성과 관계를 열어나가게 된 오늘날의 현대 건축은 근대 이전의 구축적 양식 중심의 형식으로부터의 탈피, 디자인 분야의 심미적 발달, 자연 친화적인 관점으로의 발달, 그리고 무엇보다 인간 중심의 건축 발달 등으로 인해 구조, 실체와의 관련성 이외에 표면(surface)으로의 관심이 집중되면서 감상적인 공간 구조를 낳고 있다. 이는 표면이 공간적인 효과를 내는 표면을 통해 새로운 소통의 길이 열리게 되고 건축물 그 자체의 자율성을 표현하는 동시에 주변 컨텍스트에 동참하게 되므로 경계 영역으로서의 의미를 전달하는 인터페이스로 발전해 가고 있음을 시사한다. 또한 최근에는 더욱 적극적인 미디어 재료의 사용으로 건축의 표면이라기보다는 오히려 독립된 스크린으로써의 모습을 보여주고 있고, 그에 더해 다양한 미디어 아트 작업의 차용으로 표면의 스크린화는 더욱 진화하며 이전과는 또 다른 효과와 의미를 전달하고 있는데, 이는 공간 사용자의 능동적인 수용 형태를 인지하고 건축을 완성하는데 있어서 중요한 주체가 됨을 시사한다. 본 논문에서는 이러한 건축 표면이 가진 인터페이스로서의 특성과 최근의 적극적인 미디어 재료 사용 및 미디어 아트 차용을 통한 다양하고 새로운 소통의 시도를 분석해 봄으로써 건축 표면이 가지는 더욱 넓은 범위에서의 가능성과 잠재력을 건축 그 자체가 가지는 특성 안에서 뿐만 아니라 수용자와의 상호관계 안에서 또한 연구해 보고자 하였다.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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