• Title/Summary/Keyword: In-Home Display

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The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.

A Study on the Educational Program Development for Automated Pattern Drafting -Making Blouse in Ninth Grade- (제도법의 자동화를 위한 교육용 프로그램 개발에 관한 연구 (제 1보) -중3 가사 블라우스 만들기-)

  • 김여숙
    • Journal of Korean Home Economics Education Association
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    • v.4 no.1
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    • pp.1-15
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    • 1992
  • The aim of the research is to develop a PC based courseware which is programed to drafts clothing patterns. The pattern making are numerically formulized. The of the program were as follows;1. Menu and instructions are displayed in Korean Language. 2. Easy step-by-step instructions explaining how to draw basic pattern and design pattern. 3. Low cost personal computer and general purpose printer are used. The source program was written in C-language and compiled using Turbop C. The Bezier spline is used to draw curves of pattern and to display Korean characters and pattern on same screen simultaneoulsy, Korean characters are drawn graphically. The low cost IBM Personal Computer or compatibles with Hercules Graphic Card is required to run this grogram.

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The Next Wave in Display Innovation

  • Webster, Steven C.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.4-4
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    • 2008
  • The progress in flat panel displays over the last two decades has been astonishing. In just 20 years, the LCD-TV grew up from a 2-inch curiosity, to an industry that will sell about 120 million flat panel TV's this year, with viewing area up to 4000 times larger. That success is based on continuous innovation, especially in manufacturing processes. For the next decade to bring another doubling of the business, progress will need to continue in four major areas: Human factors, ecological impact, visual quality, and of course continued drive towards affordability. This talk will detail the technology advances that can allow this industry to meet those challenges. Human factors. Today, we adapt our lifestyle to our technology. People organize their offices, and their homes, around displays. We pass around mobile phones to share images, rather than experiencing them as a group. Billions of newspapers continue to be sold daily. Advances in flexible displays can lead to large portable displays. "New era projection" includes the handheld Pico Projectors that are already on the market, and will ultimately appear integrated in mobile phones the same way cameras do today. "Eco" impact. Today TV's are one of the top energy consumers in a U.S. home, and the fastest growing. Watching a large flat panel TV can cost twice as much as running a large refrigerator. With today's concern about energy consumption, regulations are starting to emerge worldwide to limit TV electrical use. Fortunately, good solutions exist in using light management films to eliminate bulbs, saving power without increasing cost. Going forward, LED backlights will drive another step downward. OLED displays might be the ultimate solution. Visual quality. The color of an LCD-TV is still often considered inferior to a far less expensive CRT. And almost all displays suffer from representing a three-dimensional world on a two dimensional surface. The technology to improve color is available today, and will likely move from premium sets into the mainstream as costs come down. 3D is now arriving in movie theaters worldwide, and that will drive up the demand for similar realistic images in home theaters. And the technology is emerging today for 3D representation to move beyond specialized applications into everyday use, on screens large and small. Affordability. The world takes cost-down miracles for granted in consumer electronics. Each of these other advances will be balanced with a drive for affordability, especially as the market grows in emerging countries. The other three challenges must be met without increasing cost. Putting this all together, the next few years will emphasize "eco friendly" designs, and enhanced images such as 3D. By 2013 we will start to see serious penetration by emissive technologies (OLED, high efficiency plasma, or other), with the "ultimate display" likely not in the market for a decade. Lots of opportunities for innovation remain ahead of us.

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Actual Conditions and Awareness of Employees about the Illumination Environment of Apparel Shops in Department Store (백화점 의류매장 조명환경에 관한 판매자 의식 및 실태)

  • Kim, Hyun-Ji;An, Ok-Hee
    • Journal of the Korean Society of Industry Convergence
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    • v.7 no.1
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    • pp.13-18
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    • 2004
  • This study investigates actual conditions and awareness of employees female apparel shops within department store in seoul area. Investigating the actual conditions of the lighting indicated that the employees thought that the lighting charged much expenses to them, and the effort to improve the efficiency of current lighting was insufficient for lack of en expert knowledge on the lighting. The average space size of apparel shops were 11.7평, the light source was most frequently used fluorescent lamp and halogen lamp. The illuminance was the most highest nearby wall display(average 1089lx), and nearby hanger(average 1075lx).

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Children′s Motive and Competence for Emotional Regulation and Behavior Problems (아동의 정서조절 동기 및 정서조절 능력과 행동문제)

  • 한유진
    • Journal of the Korean Home Economics Association
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    • v.42 no.3
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    • pp.65-77
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    • 2004
  • This study investigated emotional regulation, motive for emotional regulation and behavior problems of children. 64 boys and 58 girls in fourth grade and their mothers were selected for the subject. The children were interviewed about eight interpersonal conflict situations, while their mothers completed the CBCL(Child Behavior Check List). Major findings were as follows: emotional regulation, motive for emotional regulation and behavior problems differed according to the children's gender. Girls used more appropriate display rules for managing negative emotions, and more often, prosocial motives than boys. While girls displayed greater immature behavior, boys displayed more hyperactive and aggressive behavior. Negative emotional regulation was the most predictable variable for boy's behavior problems. Positive emotional regulation and prosocial motives were significant variables predicting girl's behavior problems. These findings implicate that emotional regulation and motive for emotional regulation are important factors in preventing behavior problems of school-age children.

The Influence of Experience to be Heard in the Home and School Settings and Self-esteem on the Human Rights Awareness in Middle and High School Students: Differences in Human Rights Education (중고등학생의 가정 및 학교에서 의견 청취 경험, 자아존중감이 인권 인식에 미치는 영향: 인권교육에 따른 차이 검증)

  • Oh, Hyemin;Kim, Sangwon;Lee, Yanghee
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.422-434
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    • 2021
  • This study aims to explore the structural relationships among experiences of being heard in home and school settings, self-esteem, and human rights awareness. Among the 2017 NYPI Cross-sectional Survey on the Rights of Youth & Children, 6,405 middle and high school students (47.8% females) were used to conduct a structural equation modeling using Mplus. It was found that children who experience being heard in the home or school display higher levels of self-esteem and awareness of human rights. It was also found that self-esteem is more likely to increase awareness of human rights. Self-esteem was also found to mediate the pathway between the experience of being heard at home or school and human rights awareness. In addition, there was no significant difference in path coefficients depending on whether they received human rights education. Practical implications for promoting home and school environments where children's opinions can be heard were discussed.

A Study on the UI Design Process of Informative Home Appliances (정보 가전 제품의 UI 설계 프로세스 고찰)

  • 박정순
    • The Journal of the Korea Contents Association
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    • v.1 no.1
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    • pp.59-67
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    • 2001
  • A new intelligent home appliance is being appeared with overlap of telecommunication and home appliance technology. In this kind of product the user interface especially on screen display(OSD) and remote controller, holds a key post and is critical factor of performance and usability. In spite of this importance, the user interface is designed by circurt engineer from a viewpoint of engineering on the basis of his experience and unsophisticated insight. Therefore this study clarifies a user- centered design process of OSD from the designer's viewpoint on the basis of development case and gives a guideline for each stage in consideration of characteristic features that the user interface design of OSD is highly enfluenced by hardware specification and restricted by remote controller as input device.

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A Study on The display of children science museum approaching to playing concept (놀이개념으로 접근한 어린이과학관 전시공간 연출에 관한 연구)

  • Choi, Mi-Ok;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.81-85
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    • 2004
  • It became new social interest for children to have their own appropriate physical, mental, social environment as one independent identity, In these social atmosphere, new design method and standard of children's residence, education, playing environment which can fill their desire. When home and school are the first places to meet the world and learn, museum and science hall are the representing places to provide education and entertainment, especially to preschoolers, they are the prior education system. it is the most important these science halls to give children potential familiarity of science rather than direct knowledge. Also these places should be stepping stones of the process of intellectual growth as foundation stones for future science education. On this research i will provide a direction to space planning of children's science hall, extended to children' museum studying display producing of playing conception, the necessary element of children's physical, mental, social behavior development process.

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Development of Convergence System for Home Control under Ubiquitous Circumstance (유비쿼터스 환경에서의 홈제어 융합 시스템 개발)

  • Yoon, Dal-Hwan;Bae, Dong-Joo;Kim, Hyung-Mook;Kwon, Oh-Hoon;Ko, Young-Hyun;Huh, Jeng-Hwa;Kim, Ho-Keun
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.363-365
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    • 2006
  • We have developed the convergence system that can control an appliance under ubiquitous circumstance. The system can display the GPS information received from the satellite, several control signal and mobile phone signal. In order to display the information between phone and the PC, we can control program command.

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Implementation of a Digital Album (WebAlbum) For Internal Service (인터넷 서비스를 위한 디지털 앨범(WebAlbum))

  • 박상호;박건주;김정규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.293-297
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    • 2004
  • Recently, with the spread of digital camera and PC cam, need of tools for display and manipulation of digital images have increased remarkably. These tools are called as digital album. Af now, people want to see picture not alone in home but share with someone else. The purpose of this study is to develop a digital album, which is easy to use, easy to approach and has more function. Therefore people can see picture everywhere he want and management it. If computer is connected In Internet.

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