• Title/Summary/Keyword: Media perception

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The analysis of an Animation Effectiveness in the Web (In case of Education portal site) (웹 상에서 애니메이션 효과분석계 (교육 포탈사이트를 중심으로))

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.199-208
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    • 2001
  • The industries of culture contents is the trend to enforce the power of National competitions in the world economy knowledge foundation which tries to exchange a labor industry to the knowledge business. The spread of internet is the apparently turning point to be devide the world economy into the industrial society and the digital society. Also the communication with internet has been recognized as it is not any more newly means of communication in Korea. Net value which is a multinational internet survey corporation clarified that Korea was the most nation in the world by the result of its research in the rate of using internet. This research look into the characteristic of the media and type of the animation in internet, also analysis a need of user and a degree of convenience of using internet in the web of education site. This study is designed to study the evaluation criteria of web interface with visual perception and to seek its development in relation to the quality of visual perception in case of web animation.

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3DTIP: 3D Stereoscopic Tour-Into-Picture of Korean Traditional Paintings (3DTIP: 한국 고전화의 3차원 입체 Tour-Into-Picture)

  • Jo, Cheol-Yong;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.616-624
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    • 2009
  • This paper presents a 3D stereoscopic TIP (Tour Into Picture) for Korean classical paintings being composed of persons, boat, and landscape. Unlike conventional TIP methods providing 2D image or video, our proposed TIP can provide users with 3D stereoscopic contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method firstly makes input data being composed of foreground mask, background image, and depth map. The second step is to navigate the picture and to obtain rendered images by orthographic or perspective projection. Then, two depth enhancement schemes such as depth template and Laws depth are utilized in order to reduce a cardboard effect and thus to enhance 3D perceived depth of the foreground objects. In experiments, the proposed method was tested on 'Danopungjun' and 'Muyigido' that are famous paintings made in Chosun Dynasty. The stereoscopic animation was proved to deliver new 3D perception compared with 2D video.

Investigation for analysis methods of water intake and perception on the tap water : the survey result on the seoul tap water, arisu (수돗물 음용 및 인식 분석방법에 대한 고찰 : 서울 수돗물 아리수에 대한 설문 결과)

  • Huh, Jun-Rim;Bhnag, Kon Joon
    • Journal of Korean Society of Water and Wastewater
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    • v.28 no.4
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    • pp.461-472
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    • 2014
  • The tap water plays a critical role in our daily life by providing clean water for drinking as well as for residential use. Its importance, however, is often hidden and criticized in mass media because drinking the unprocessed tap water as a primary source of drinking water is very low comparing to other countries. This is because survey tool in Korea is often different from those in other countries so their results on the tap water cannot be directly compared without analysis on survey questionnaire. Therefore, we examplified cases showing the difference of questions of each country and discussed the reason why results of tap water intake should not be compared without analysis on the questions. Also, distrust on Arisu without rational reason is known as the first reason of distrust on the tap water. However, it was not the ultimate reason of distrust on the tap water. To verify, we designed survey questions in a tricky way that the same question was asked twice with different choices in the survey questionnaire. Most of the people who distrust Arisu without rational reason at the first question were selected different choices and significantly reduced in the second question. This proved that the ratio of distrust on the tap water is not actually the right reason and that by providing more choices, people's distrust on the tap water without rational reason can turn into more specific reasons.

Human Perception of Asymmetrical Three-Dimensional Image (비대칭적 3차원 영상에 대한 인간의 인지 특성)

  • Ha, Chang-Woo;Lee, Wan-Jae;Jin, Soon-Jong;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.12 no.1 s.34
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    • pp.41-52
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    • 2007
  • The 3DTV services can be seen as a general case of the multi-view video that has been receiving a significant attention lately. However, the key factors that influence the success of 3DTV are the availability of content, the ease of use, the quality of contents, and the reduction of cost. This paper deals primarily with the perceptual improvement in image quality, especially based on human factors. An optimal asymmetrical coding method for binocular and multi-view images is presented. The quantitative value of asymmetrical rate to maintain optimized subjective image quality is explored. Also we analyze how edges of 2D images affect on 3D perceptions and propose an edge-preserving algorithm to perform perceptual improvements. Experimental results demonstrate that the proposed algorithm enhances subjective image quality much better than conventional methods.

A Study on the Stay affordance for Visual Perception factors in Experience Exhibition Space - With Focus on Gyeonggi Children Museum - (체험전시공간 시지각적요소의 체류지원성향상을 위한 연구 - 경기도 어린이박물관을 중심으로 -)

  • Song, Jeong-Hwa
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.195-204
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    • 2013
  • Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.

A Study on the Architectural Application of Biological Patterns (생물학적 패턴의 건축적 적용에 관한 연구)

  • Kim, Won Gaff
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.35-45
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    • 2012
  • The development of digital media made the change of architectural paradigm from tectonic to the surface and pattern. This means the transition to the new kind of materiality and the resurrection of ornament. This study started as an aim to apply biological pattern to architectural design from the new perception of pattern. Architectural patterns in the early era appeared as ladders, steps, chains, trees, vortices. But since 21st century, we can find patterns in nature like atoms and molecular structures, fluid forms of dynamics and new geometrical pattern like fractal and first of all biological patterns like viruses and micro-organisms, Voronoi cells, DNA structure, rhizomes and various hybrids and permutations of these. Pattern became one of the most important elements and themes of contemporary architecture through the change of materiality and resurrection of ornament with the new perception of surface in architecture. One of the patterns that give new creative availability to the architectural design is biological pattern which is self-organized as an optimum form through interaction with environment. Biological patterns emerge mostly as self-replicating patterns through morphogenesis, certain geometrical patterns(in particular triangles, pentagons, hexagons and spirals). The architectural application methods of biological patterns are direct figural pattern of organism, circle pattern, polygon pattern, energy-material control pattern, differentiation pattern, parametric pattern, growth principle pattern, evolutionary ecologic pattern. These patterns can be utilized as practical architectural patterns through the use of computer programs as morphogenetic programs like L-system, MoSS program and genetic algorithm programs like Grasshoper, Generative Components with the help of computing technology like mapping and scripting.

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Asymmetrical Role of Left and Right Eyes in 3-D Contents Production (3-D 영상 제작 시 고려돼야 할 좌우 눈의 비대칭적인 역할)

  • Lim, Jae-A;Nam, Jong-Ho
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.478-490
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    • 2014
  • In order to make 3-D display technique a better tool to provide viewers with realistic stereoscopic experience, various researches have been done in the many relevant fields. This psychophysical study was designed to investigate whether there was any difference in the perceptual processing between a dominant and non-dominant eye when a 3-D cue was provided exclusively to only one eye. We measured the reaction time for detecting a depth change by providing the viewer's each eyes with differential 3-D stimuli, which have systematical patterns. We obtained that there was a consistent 3-D perceptual performance when the 3-D cue was provided to the viewers' left eye regardless of their eye dominance. The result suggests that it might be a better technique to arrange the camera for left eye to carry 3-D cues to get the viewer's consistent 3-D perception.

A Study on the User Experience Factors for The Knowledge and Information Resource System (지식정보자원시스템의 이용자 경험요인에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.353-379
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    • 2020
  • This study developed a user experience factors for the evaluation of knowledge and information resource system from the user experience perspectives, which is emerging as a new analysis standard in the field of information media and information service research. Based on the analysis criteria selected through literature analysis, 'system perception factor' and 'user experience factor' were derived as factors influencing the use of information systems through an experimental study based on the user experience sampling method. As a result, the user experience factors of final knowledge and information resource system includes nine user experience factors, 55 detailed user experience factors, and 138 system perception factors. This study is significant in that the abstract concept 'user experience' was derived and presented as a practical, concrete, measurable factor through experiments. The derived user experience factors should serve as a basis for measuring user experience perceived by users of the knowledge and information resource system.

A Study on the Perception and Utilization of the "Food and Nutrition" Area of the Home Economics Subject by Middle School Students (중학교 기술.가정교과의 "식생활 단원"에 대한 학생들의 인식 및 활용실태)

  • Jung, In-Kyung;Kim, Jin-Sook
    • The Korean Journal of Community Living Science
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    • v.18 no.2
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    • pp.219-230
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    • 2007
  • The purpose of this study was to suggest systematic, efficient, and developmental plans for dietary and nutrition education, through analyzing students' perceptions and utilizations of the $\ulcorner$Food and Nutrition$\lrcorner$ area of Technology Home economics in middle school. This study was conducted using self administered questionnaires on general environmental factors, perceptions, and utilization of the $\ulcorner$Food and Nutrition$\lrcorner$ area. The subjects were 807 middle school students of the seventh, eighth, and ninth grades in Gyeonggi province. Most of the students positively recognized the necessity for the $\ulcorner$Food and Nutrition$\lrcorner$ area in Technology Home economics. However, changes in the interest in $\ulcorner$Food and Nutrition$\lrcorner$ after a lesson were not significant. The utilization of the lesson appeared highest in cases where the teachers' instructing methods went abreast with teaching focused on practice or teaching based on practice and theory and if teachers used various teaching materials. These results suggested that teachers should make efforts to raise the students' interest for the lesson in Technology Home economics. Therefore, the contents of the lesson should complement the learners' demands such that they are useful in real life situations. Also, more positive teaching methods and various media which could satisfy the needs and interests of the students should be developed. In addition, teaching methods should be evaluated for an effective and practical curriculum of $\ulcorner$Food and Nutrition$\lrcorner$ in Home Economics.

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A Study on the Use of Complementary and Alternative Therapies in Korean Adults (한국 성인의 보완대체요법 이용에 관한 조사)

  • Lee, Keum Jae;Kim, Ok Hyun;Chun, Woo Jung;Roe, Myung Hee;Kang, Moon Jung;Ko, Sung Hee;Lee, Kyeong Suk;Lee, Ko Eun
    • Korean Journal of Adult Nursing
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    • v.19 no.1
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    • pp.144-154
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    • 2007
  • Purpose: This descriptive study was conducted to identify the use of complementary and alternative therapies, and the perception and attitudes toward CAT in Korean adults. Methods: The 1,010 study subjects were recruited from ten regions in South Korea. Data were collected from July to September, 2004. Results: The 43.2% of the sample(n=436) had an experience of using CAT. The subjects using CAT was more likely to have high score in the CAT perception compared to the subjects with no experience of CAT(p=.001). The primary source of information about CAT was mass media(59.7%). The 52.4% of the sample answered that CAT was supplementary and the 27.7% answered CAT was applicable to chronic pain or musculoskeletal disorders. Subjects(34.8%) pointed out that the greatest problem was no scientific informant in the use of CAT. The primary reason of using CAT was to maintain their health or to prevent disease(44.0%), and the 59.0% of the subjects responded that CAT was effective. Majority of subjects were satisfied with CAT(63.3%) and experienced no side effects of CAT(90.6%). Conclusion: This study suggests that professional counseling and education for CAT is needed for Korean public as well as the research approach to test the effects of CAT.

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