• Title/Summary/Keyword: Near visual media

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Design and analysis of slider and suspension in 4${\times}$l near-field probe array

  • Hong Eo-Jin;Oh Woo-Seok;Jung Min-Su;Park No-Cheol;Yang Hyun-Seok;Park Young-Pil;Lee Sung-Q;Park Kang-Ho
    • 정보저장시스템학회:학술대회논문집
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    • 2005.10a
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    • pp.47-52
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    • 2005
  • A lot of information storage devices have been introduced and developed for recently years. The trends of those devices are high capacity, compact size, low power consumption, reliability, and removability for data interchange with other device. As a satisfaction of these trends, near-field technique is in the spotlight as the next generation device. In order for a near-field recording to be successfully implemented in the storage device, a slider and suspension is introduced as actuating mechanism. The optical slider is designed considering near-filed optics. Suspension is not only supports slider performance, and tracking servo capacity but also meets the optical characteristics such as tilt aberration, and guarantee to satisfy shock performances for the mobility fir the actuator. In this study, the optical slider and the suspension for near-field probe array are designed and analyzed considering dynamic performance of head-gimbal assembly and shock simulation..

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Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

Comparison of Accommodative System according to the Material and Font Size of Near Visual Media (근거리 시각매체의 재질과 글자크기에 따른 조절시스템의 비교)

  • Ha, Na-Ri;Kim, Chang-Jin;Jung, Su A;Choi, Eun Jung;Kim, Hyun Jung
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.2
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    • pp.217-224
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    • 2014
  • Purpose: This study was conducted to compare and analyze the accommodative system (accommodative response and accommodative lag) according to the material and font size of near visual media that we often encounter in daily life. Methods: Forty adult men and women aged 20 to 30 who not had specific ocular diseases and refractive surgery experience were examined to measure and compare the accommodative response according to the material of near visual media (print paper, newspaper, magazine, the I-Phone, LCD monitor) and font size (6, 8, 10, 12) by using both eyes open-view auto-refractometer. Results: The accommodative stimulus was $2.28{\pm}0.11D$ and the accommodative response was $1.66{\pm}0.30D$. The accommodative lag namely the difference between accommodative stimulus and accommodative response was $0.62{\pm}0.28D$. The accommodative response according to material of visual media using LCD monitor was $1.35{\pm}0.26D$ (p=0.00) and using the I-Phone was $1.55{\pm}0.25D$ (p=0.04). Both of them were statistically significant lower. The accommodative lag using LCD monitor was $0.93{\pm}0.24D$ (p=0.00) and using the I-Phone was $0.73{\pm}0.25D$ (p=0.04) and they were statistically significant higher. The accommodative response and accommodative lag according to font size were not statistically significant (p>0.05). Conclusions: During near working, the accommodative system was more affected by material than font size of visual media. Especially, visual media of non-luminous material (print paper, newspaper, magazine) are considered fewer burdens on eyes than luminous material (I-Phone, LCD monitor) in terms of accommodative system.

Visual-Attention-Aware Progressive RoI Trick Mode Streaming in Interactive Panoramic Video Service

  • Seok, Joo Myoung;Lee, Yonghun
    • ETRI Journal
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    • v.36 no.2
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    • pp.253-263
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    • 2014
  • In the near future, traditional narrow and fixed viewpoint video services will be replaced by high-quality panorama video services. This paper proposes a visual-attention-aware progressive region of interest (RoI) trick mode streaming service (VA-PRTS) that prioritizes video data to transmit according to the visual attention and transmits prioritized video data progressively. VA-PRTS enables the receiver to speed up the time to display without degrading the perceptual quality. For the proposed VA-PRTS, this paper defines a cutoff visual attention metric algorithm to determine the quality of the encoded video slice based on the capability of visual attention and the progressive streaming method based on the priority of RoI video data. Compared to conventional methods, VA-PRTS increases the bitrate saving by over 57% and decreases the interactive delay by over 66%, while maintaining a level of perceptual video quality. The experiment results show that the proposed VA-PRTS improves the quality of the viewer experience for interactive panoramic video streaming services. The development results show that the VA-PRTS has highly practical real-field feasibility.

A Study on the Visual Application of Humor Effects and its possibilities (유머효과의 시각적 적용과 그 가능성)

  • Park Young-Won
    • Journal of Science of Art and Design
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    • v.1
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    • pp.267-303
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    • 1999
  • The visual humor can be regarded as an original source for creative ideation. There are several types of humor. for example,'wit, satire, irony and so on. These can be motivations of developing an up-to-date idea. Wit differs from most humor in being purely intellectual, rather than relying on incongruities that come up naturally in many situations. The humor of words contains pun, hyperbole, repetition, and comparison or contrast. Especially in case of pun, it can be most important type of humor for making analytical and humorous effects visually. Pun, meaning the humor of double meaning, furnish us with much of our humor. The concept of pun is the most valuable for creating the visual humor by substituting, combining and manipulating symbols. There are essentially three distinct categories of puns : the literal pun, the suggestive pun, and the comparative pun. All types of puns belong to one of these three groups. The definitions are simple to understand and easy to apply for creating the visual humor, In order to develop a better conceptual model, (this researcher) reexamine the concept of humor, the relationship of humor to various types of message processing, and the relationship of humor to various aspects of message. This thesis. is primarily concerned with basic theories of humor such as concepts of humor, types of humor and analysis of humor. And this contains the research of humor's communications effects and theory of humor response with literature reviews. Modem theories of humor response generally fall into three major schools : Incongruity theories, Superiority theories and Arousal (Relief theories. Together these three approaches address the cognitive-perceptual, affective-evaluative and psycho-dynamic dimensions of a subject's humor response. The literature research of humor and humor response theory in communications and visual communications can help the visual application of humor concepts and usefulness of visual humor appeals. This research agreed that the humor and visual humor must be very effective at being as a means for the advertising expression, not for the purpose itself. In addition, this research is aimed at studying significations and usefulness of visual humor through semiotic approaches in the near future. Then it can be essencial research for the appropriate situational uses of humor related to media, product, and audience factors, such as nationality, age, standard of living, sexuality, and so on.

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A study for varieties of image design-With the credits of cinema in 1990s- (영상 디자인의 다양성에 관한 연구-1990년대 국내외 영화 크레딧을 중심으로-)

  • 김인철
    • Archives of design research
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    • v.20
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    • pp.253-262
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    • 1997
  • The era of film has begun as a few media critics had anticipated already. The interestings of visual designers has asked to being with images in the processing and changing of varied image culture are different from the era of print media. It is reason to being with images that are generalizing of video culture. Now the film of images that made from popular advertisings and goods influenced by films has come. At first to being with image to visual designers need to understand films and to join making films. In films, visual designers make strengthen in part of credit titles. Credit titles are elements in films with the form of text to help understanding in the beginning and closing part of films. Credit title design has begun first by American visual designer Saul Bass as p pioneer position and have made to be varied film credit technics of computer. The advanced of technics have to think aspects of meaning of titles in the film of '007' movie series through 60s &70s. In 80s more technics have developed to being varied credits to films. And after all, in 90s there are films with almost varied titles. In Korean films ars less varied than that of Amenrican's and of French, in this study I hope to develope more varied Korean credit titles in near future.

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An Analysis on the Relationship Between Exhibition Arrangement Types and Viewing Behaviors - Focusing on the Permanent Exhibition Halls at the National Science Museum - (전시배치방식 유형과 관람행동 상관성 분석 - 국립중앙과학관 상설전시관을 중심으로 -)

  • Lim, Che-Zinn;Hong, Su-Mi
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.150-157
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    • 2006
  • Founded on a close relationship between exhibition scenarios and media, this study was conducted 1) to establish exhibition arrangement types by using three analytical indicators, such as arrangement types of exhibition, groupings of similar exhibition media, and exhibition density; and 2) to demonstrate the importance of considering the characteristics of exhibition arrangement types by using viewing behavior codes as a major analytical indicator. The following three types were investigated in this research: First, the Independent type (Type C) was found to be strongly influenced by architectural and spatial forms, especially by low exhibition density and high visual information. Also, compared with the Wall Dominant type, low number of viewing behavior codes and distribution was found even though there were high correlations among viewing behavior codes. This is assumed to be due to low exhibition density. Second, the Wall Dominant type (Type A) was found to be not influenced by architectural and spatial forms. This is because space is planned and restructured centering on the wall type showcases. At the planning stage of exhibition, it is easy to divide or combine space according to the contents and structure of exhibition scenarios. Compared with the Independent type, low correlations were found among viewing behavior codes. This is due to low participation or manipulation exhibitions. However, this implies that more active viewing behaviors can be induced if appropriate exhibition techniques and arrangement methods are used for each exhibition content. Third, the Independent Dominant type (Type B) was found to confuse visitors in selecting routes by displaying too many exhibits at a limited space in a disorderly fashion. It failed to attract visitors to the main exhibition area, where a big space is formed in the center. Visitors were found to view exhibits that are arranged near the major traffic line.

PPL of Visual Media Affects Clothing Purchase of College Students (영상매체의 PPL이 의복 구매에 미치는 영향에 대하여)

  • Song, Jae-Wook;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.331-339
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    • 2006
  • PPL(Product Placement) of visual media can change the purchasing behavior of College students. This study aimed to investigate the differences in consumer's conception about PPL among college students and to analyze the relationship between the PPL conception ant fashion innovation/fashion sensitivity of students, resulting into their real purchasing behavior. We surveyed to about 189 college students living near Seoul, with questionnaire about PPL conception, purchase of PPL clothing, satisfaction on PPL clothing, fashion innovation, opinion about PPL, PPL apparel brand to recall, etc. According to dichotomy of college students by fashion innovation, as higher fashion innovative they were, they paid more attention on PPL clothing while watching TV or movie, and they also could recall more PPL apparel brands, and they purchased more PPL clothing. While the students with low fashion innovation had references from the opinion of friends or around people when purchasing their clothing, the students with high fashion innovation did from fashion magazine or PPL clothing. The students who thought that PPL was important and effective on clothing purchasing behavior, answered that their preference to PPL bran4, to the company, and to the product had increased positively, but not to the actor/actress.

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Smartphone Color-Code based Gate Security Control

  • Han, Sukyoung;Lee, Minwoo;Mariappan, Vinayagam;Lee, Junghoon;Lee, Seungyoun;Lee, Juyoung;Kim, Jintae;Cha, Jaesang
    • International journal of advanced smart convergence
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    • v.5 no.3
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    • pp.66-71
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    • 2016
  • Smart building gate security control system using smartphone integrated with near field communication (NFC) has become part of daily life usage these days. The technology change in replacing RF NFC device using visible light communication technology based approach growing faster in recent days. This paper propose a design and development of gate security control system using color code based user authentication ID generation as part of an intelligent access control system to control automatic door open and close. In this approach gate security access control use the recent visible light communication technology trends to transfer the user specific authentication code to door access control system using color code on smartphone screen. Using a camera in the door access control system (ACS), color codes on smartphone screens are detected and matched to the database of authenticated user to open the door automatically in gate security system. We measure the visual light communication technology efficiency as a part of the research and the experiments have revealed that more than 95% users authenticated correctly at the suggested experiment environment on gate security control system.

The Development of Multimedia Player Platform for Terrestrial Digital Multimedia Broadcasting (DMB) (지상파 이동 멀티미디어방송용 멀티미디어 재생기 개발)

  • 기명석;서정일;강경옥
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.465-472
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    • 2003
  • In this paper we propose the structure of MPEG-4 multimedia player platform for Terrestrial Digital Multimedia Broadcasting (DMB) Service. Korea will launch DMB service at next 2004 you based on Eureka-147 Digital Audio Broadcasting (DAB) Service System. This new mobile multimedia broadcasting services provide not only high quality digital audio broadcasting services, but also various multimedia data broadcasting services including high quality video. For the sake of MPEG-4 Systems technologies, it will provide an interactive service to users in the near future. Therefore it terminal shall have various functionalities as well as playing audio-visual contents. However there is no precedence standard for such mobile interactive multimedia broadcasting system. Therefore it is very import to provide the multimedia player platform of DMB service for accelerating the development process of commercial terminal and providing a direction of next DMB terminal structure.