• Title/Summary/Keyword: 3D TV 시청 경험

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Visual fatigue in Watching 3 Dimension Television (3D TV 시청에 있어서 시청 피로)

  • Yoon, Jeong Ho;Lee, Ikhan;Kim, Taehyun;Kim, Jae-Do
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.1
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    • pp.47-52
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    • 2012
  • Purpose: This study was to evaluate visual fatigue with passing of watching 3D TV in short term and with experience of watching 3DTV in long term. Methods: 98 adult subjects aged $33.5{\pm}5.5$ years (22 to 51 years; 12 females and 86 males) agreed to participate in this study. Subjects were asked to watch 52 inch LED 2D and 3D television (Shutter glasses method) at 2.7 meters for 65minutes with wearing their habitual glasses or contact lenses. For evaluating visual fatigue, subjects were verbally responded to 11 questions : eye straining, eye paining, dry eye, sore eye, watery eye, photophobia, blur vision, diplopia, eye fatigue, headache, and dizziness with scale 0 to 3 at each measurement while watching 3D and 2D TV. Results: The mean scores of visual fatigue were $2.08{\pm}2.14$, $3.19{\pm}3.02$, $3.40{\pm}3.37$, $3.53{\pm}3.07 $for after 5 minutes, 25 minutes, 45 minutes, and 65 minutes respectively for 3D TV, and $0.40{\pm}1.03$, $0.22{\pm}0.70$, $0.22{\pm}0.58$, and $0.17{\pm}0.52$ after 25, 45, and 65 minutes respectively for 2D TV. Visual fatigue for watching 3D TV was significantly higher than for watching 2D TV at all measurements sessions (paired t-test, p < 0.001). The visual fatigue significantly increased during watching 3D TV for 65 minutes (p < 0.001, RM-ANOVA). The visual fatigue during watching 3D TV was significantly increased until 25 minutes (paired t-test, p < 0.001), stable after that. For correlation between visual fatigue and 3D watching experience, the more 3D watching experiences were significantly the less visual fatigues in photophobia, blur vision, diplopic and dizzy symptoms (ANOVA, all F(1, 96) = 4.500, all p < 0.05), but there was not significantly different in the other symptoms (ANOVA, F (1, 96) = 2.123, p = 0.148). Conclusions: Visual fatigue for watching 3D TV was higher than for watching 2D TV, increase by 25 minutes. It was different by symptoms for correlation between visual fatigue and 3D watching experience.

Effect of Sexual Contents on Presence, Arousal, and Sexual Attitude in 3D TV (3D TV 시청환경에서 선정적 영상이 실재감과 각성, 성적 태도에 미치는 영향)

  • Kim, Hyo Sun;Kwon, Ji Young;Lee, Sangmin;Han, Kwanghee
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.198-210
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    • 2013
  • This study investigates the detrimental effect of watching sexual content in three-dimensional (3D) moving pictures. An increasing amount of investment is put especially in 3D adult content to boost their 3D media industries. It is crucial that the effect of sexual contents on viewers be identified. In this experiment, a between-subject design was employed to analyze various effect of sexual content on participants whether they viewed the same stimuli in 3D or in 2D. In particular, the presence scaling was used to evaluate how real the video clip is. In addition, the permissiveness toward sexual behaviors and the level of sexual arousal were measured to examine the different effect of sexual content by dividing two separate groups in 2D and 3D condition. The result shows that those who watched a 3D video clip perceived higher sense of presence compared to those who watched a 2D video clip. Furthermore, subjects in 3D condition reported lower scores of permissive attitude toward sexual behaviors. This confirms that 3D display delivers more visual experience and has an impact on people in terms of perceiving sexual contents and changing their attitudes towards sexual behaviors.

Studying the Viewers' Acceptability on the Image Resolutions and Assessing the ROI-Based Scheme for Mobile Displays (이동형 단말기에서의 축구경기 시청을 위한 해상도 및 관심 영역 크기에 관한 사용자 만족도 조사)

  • Ko Jae-Seung;Ahn Il-Koo;Lee Jae-Ho;Seo Ki-Won;Kwon Jae-Hoon;Joo Young-Hun;Oh Yun-Je;Kim Chang-Ick
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.336-348
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    • 2006
  • The recent advances in multimedia signal coding and transmission technologies allow lots of users to watch videos on small LCD displays. In this paper, we briefly describe an intelligent display technique to provide small-display-viewers with comfortable experiences, and study the minimum image size tolerated and utility of displaying region of interest (ROI) only when needed. The study, with 111 participants, examines minimum image size to ensure viewers pleasant viewing experiences, and evaluates the degree of satisfaction when they are viewed with region of interest (ROI) only. The experimental results show that the ROI display enhances the viewers' satisfaction when the image size becomes less than $320{\times}240$, and thus it is useful to provide the intelligent display, if necessary, which can extract and display ROI only.

How Socio-economic Factors, Relationships, Daily Life, and Future Orientation Affect Happiness for College Students (대학생의 행복에 영향을 미치는 사회경제적 요인, 관계, 일상생활, 미래지향성에 관한 연구)

  • Jung, Jeaah;Lee, Song Yi;Shim, Tae Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.237-249
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    • 2017
  • This research aims to gain a better understanding of college students' thoughts on what factors make them happy and contribute to enhancing their happiness. We focused on the relationship between their self-assessed happiness and various factors affecting happiness, such as their socio-economic status, relationships with others, future orientation, and daily activities. Survey data were collected from October, 2014 to December, 2014 at a South Korean University. The final total number of respondents was 474 from 500 distributed questionnaires, after excluding 26 responses with missing values and unanswered items. The response was comprised of 247 male students, and 227 female students, and of 268 freshmen, 145 sophomores, 35 juniors, and 26 senior students. Factors that were statistically significant were gender, year, average cost of leisure, appearance satisfaction, conversation hour with parents, having girlfriend/boyfriend, sexual experience, number of friends, satisfaction with major, Grade Point Average (GPA), studying hours, time for self-improvement, reading hours, use of smart phone hours, number of daily meals, exercise hour, schedule management and future goal setting. This research was conducted utilizing only data from one university and so it may not be appropriate to generalize the results. Moreover, some of the variables are not in line with previous studies on happiness. Some other mediating variables may exist. Therefore, following research should be conducted.