• Title/Summary/Keyword: VR Test

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Acoustic Telemetrical Tracking of the Response Behavior of Red Seabream (Chrysophrys major) to Artificial Reefs (음향 텔레메트리 기법에 의한 참돔의 인공어초에 대한 반응행동 추적)

  • SHIN Hyeon-Ok;TAE Jong-Wan;KANG Kyoung-Mi
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.37 no.5
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    • pp.433-439
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    • 2004
  • The movement range and diurnal behavior of red seabream (Chrysophrys major) tagged by the ultrasonic pinger externally were measured by acoustic telemetry techniques in the marine ranch of Tongyeong on 20 March to 30 October, 2003. The movement of fishes was monitored with the radio-acoustic linked positioning (RAP) buoy system and VR2 receivers. The test fishes showed behavior. pattern going to deep waters and returning to shallow waters. They moved gradually to deep waters as time goes by. They had a tendency to move wider range in night-time than day-time. It was found that the test fishes rarely showed a significant response to the artificial reefs.

A Study of Evaluation Model of VR(Virtual Reality) Game (가상현실 게임의 평가 모델 연구)

  • Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.345-346
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    • 2019
  • 본 논문에서는 가상현실 게임의 평가 모델을 제안한다. 게임의 평가 모델은 장르별, 재미요소 특성에 맞게 연구 되어 왔다. 가상현실 게임에 대한 평가 모델은 아직까지 연구 제안된 모델이 없었다. 4차 산업과 연관하여 가상현실은 최근 가장 각광 받고 있는 분야 중 하나이며 기술의 발달은 게임 분야와 관련하여 많은 발전을 지속하고 있다. 가상현실 게임의 평가 모델 항목은 5가지로 구분하였다. 이를 기반으로 가상현실 슈팅 게임을 활용하여 이를 평가 할 수 있는지 검증하였다. 본 논문에서 제안한 평가영역을 바탕으로 가상현실 게임을 평가할 수 있으며 이는 게임 개발의 성공을 위한 하나의 가치 척도로 활용될 수 있다.

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The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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  • Development of A Haptic Steering System for a Low Cost Vehicle Simulator using Proving Ground Test Data (주행 시험 데이터를 이용한 저가형 차량시물레이터의 조향감 재현 장치 구현)

    • Kim, Sung-Soo;Jeong, Sang-Yoon;Lee, Chang-Ho
      • Transactions of the Korean Society of Automotive Engineers
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      • v.13 no.2
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      • pp.37-43
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      • 2005
    • A haptic steering system which reflects steering reaction torque has been developed for a fixed base vehicle simulator. The haptic steering system consists of a steering effort sensor, MR-clutch, AC servo motor and controller. In order to generate realistic steering torque feel to driver and at the same time to meet real-time simulation requirement, 3D torque map is constructed by experimental data and torque generation algorithm using the torque map has been also developed. 3D torque map is constructed using curve fitting and interpolation of the measured values of the steering angle, velocity and steering torque from actual slalom test on the proving ground. In order to carry out performance test of the developed haptic steering system, a fixed based vehicle simulator is constructed by integrating real time vehicle dynamics module, VR-video/audio module, and the haptic steering system. Steering torque and steering angle curves have been obtained from virtual testing in the vehicle simulator and performance of the haptic steering system has been evaluated.

    Development of Evaluation Techniques on Marine Casualties by Ship's Signal Sound Interferences(l) - 3D Sound Field Control Model - (선박신호음 간섭에 따른 해양사고 영향평가기법 개발(1) - 3차원 음장제어 모델 -)

    • Yim Jeong Bin;Jung Jung Sik;Park Seong Hyeon;Kim Chang Kyeong;Sim Yeong Ho;Lee Ku Dong;Choi Ki Yeong
      • Proceedings of KOSOMES biannual meeting
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      • 2003.11a
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      • pp.45-51
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      • 2003
    • The ship's signal sound dispersed by air, obstacles, and noises due to absorption, reflection, and disturbances, respectively. It is one of the factors of marine casualties by misjudgment if receiving direction The last target of this study is to prevent inherent marine casualty using the analysis-evaluation techniques if the interferences of ship's signal sound. In this work, three-dimensional sound field control model is proposed to simulate various sound transmitting characteristics according to sea environments at sea The efficiency test of the model was carried out using VR-based ship simulator.

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    Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

    • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
      • Journal of the Korea Computer Graphics Society
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      • v.13 no.2
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      • pp.23-29
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      • 2007
    • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

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    Biological and Serological Characteristics of Birnavirus Isolated from Cultured Japanese Flounder in 1999 (양식산 넙치 치어로부터 분리한 버나바이러스의 Marine Birnavirus(MBV)와 Infectious Pancreatic Necrosis Virus(IPNV)와의 연관성)

    • Oh, Myung-Joo;Jung, Sung-Ju;Kim, Hyeung-Rak
      • Journal of fish pathology
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      • v.12 no.1
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      • pp.56-62
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      • 1999
    • Since 1998, mass mortality of the Japanese flounder has widely occurred in the south and west coastal area of Korea. A new serotype birnavirus was isolated during the investigation of the cause of the disease. By the electromicroscopic examination, the isolated virus particles appeared hexagonal and unenveloped with an average diameter 52 to 56 nm. Birnavirus specific fragment was amplified by RT-PCR. High yield of virus (10.3 to 10.8 log $TCID_{50}/ml$) was produced in CHSE-214. RTG-2 and RTE-2 cells. Typical birnavirus CPE was observed in these cells. On the contrary, the virus CPE was not shown in the FHM and EPC cells. By a cross-neutralization test with IPNV Ab, IPNV Sp, IPNV VR-299 and MBV Y6, the isolated virus was closely related to marine birnavirus (MBV).

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    Local Differential Pixel Assessment Method for Image Stitching (영상 스티칭의 지역 차분 픽셀 평가 방법)

    • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
      • Journal of Broadcast Engineering
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      • v.24 no.5
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      • pp.775-784
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      • 2019
    • Image stitching is a technique for solving the problem of narrow field of view of a camera by composing multiple images. Recently, as the use of content such as Panorama, Super Resolution, and 360 VR increases, the need for faster and more accurate image stitching technology is increasing. So far, many algorithms have been proposed to satisfy the required performance, but the objective evaluation method for measuring the accuracy has not been standardized. In this paper, we present the problems of PSNR and SSIM(Structural similarity index method) measurement methods and propose a Local Differential Pixel Mean method. The LDPM evaluation method that includes geometric similarity and brightness measurement information is proved through a test, and the advantages of the evaluation method are revealed through comparison with SSIM.

    Micro-LED Mass Transfer using a Vacuum Chuck (진공 척을 이용한 마이크로 LED 대량 전사 공정 개발)

    • Kim, Injoo;Kim, Yonghwa;Cho, Younghak;Kim, Sungdong
      • Journal of the Microelectronics and Packaging Society
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      • v.29 no.2
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      • pp.121-127
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      • 2022
    • Micro-LED is a light-emitting diode smaller than 100 ㎛ in size. It attracts much attention due to its superior performance, such as resolution, brightness, etc., and is considered for various applications like flexible display and VR/AR. Micro-LED display requires a mass transfer process to move micro-LED chips from a LED wafer to a target substrate. In this study, we proposed a vacuum chuck method as a mass transfer technique. The vacuum chuck was fabricated with MEMS technology and PDMS micro-mold process. The spin-coating approach using a dam structure successfully controlled the PDMS mold's thickness. The vacuum test using solder balls instead of micro-LED confirmed the vacuum chuck method as a mass transfer technique.

    Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

    • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
      • International Journal of Computer Science & Network Security
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      • v.22 no.5
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      • pp.375-380
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      • 2022
    • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.


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