• Title/Summary/Keyword: Viewing-angle

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Effects of the seat position in the theater on visual fatigue, presence and perceived characteristics (3D 영화 상영관의 좌석별 위치에 따른 시각피로도, 프레즌스, 그리고 인지된 특성 분석)

  • Chung, Dong-Hun
    • Journal of the HCI Society of Korea
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    • v.7 no.1
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    • pp.1-10
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    • 2012
  • This paper deals with the effects of seat position in the theater on viewers' visual fatigue, presence, and perceived characteristics. As a result of this study, there is a significantly positive effect of Dx(deviation from mean distance from the screen) and viewing angle on visual fatigue. Second, there is no significant effect of seat position on presence. Finally, there is a significantly negative effect of Dx and viewing angle on perceived characteristics. This means, as the author assume, the seat position in the theater during watching a 3D movie is important in case of visual fatigue and perceived characteristics. This paper provides an empirical result related to effect of spatial variable at 3D theater on 3D effect. The results could be helpful to establish spatial standard in 3D theater and 3D contents; furthermore, it could help to establish regulations of visual fatigue induced from 3D effects and indications for 3D efficiency.

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Optical Characteristics and Measurement System of Charged Particle Type Display (대전입자형 디스플레이 소자의 측정시스템 및 광학특성)

  • Kim, Baek-Hyun;Kim, Soung-Woon;Lee, Sang-Kug;Kim, Young-Cho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.29-34
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    • 2008
  • We fabricated the 4 channel wave function generator with variable frequency, pulse width, amplitude and rising/falling slope to develop driving method of charged particle type display. The selective sell driving is ascertained by fabricated panel with black and yellow particles. To measure CIE point, reflectivity, contrast ratio and viewing angle, experimental apparatus is integrated with optical circular$(1^{\circ})$ moving emitting/receiving part and spectrometer connected to emitting part. The yellow particles in glass have reflectivity of $35{\sim}40%$ and wavelength of 571.2nm and black one has reflectivity of $15{\sim}20%$ in case of only 1 layer of particle, and the case of 3 layer the optical property is promoted.

Research and Development Trends in Three-dimensional (3D) Displays (공간표시 디스플레이 연구 및 개발 동향)

  • Cho, S.M.;Hwang, C.S.;Choi, J.H.;Kim, Y.H.;Cheon, S.H.;Choi, K.H.;Kim, J.Y.;Yang, J.H.
    • Electronics and Telecommunications Trends
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    • v.35 no.4
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    • pp.65-80
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    • 2020
  • In this article, we review the study trends of three-dimensional (3D) displays that can display stereoscopic images from the perspective of a display device. 3D display technology can be divided into light field, holographic, and volume displays. Light field display is a display that can reproduce the intensity and direction of light or 'ray' in each pixel. It can display stereoscopic images with less information than a holographic display and does not require coherence of the light source. Therefore, it is expected that it will be commercialized before the holographic display. Meanwhile, the holographic display creates a stereoscopic image by completely reproducing the wavefront of an image using diffraction in terms of wave characteristics of light. This technology is considered to be able to obtain the most complete stereoscopic image, and the digital holographic display using a spatial light modulator (SLM) is expected to be the ultimate stereoscopic display. However, the digital holographic display still experiences the problem of a narrow viewing angle due to the finite pixel pitch of the SLM. Therefore, various attempts have been made at solving this problem. Volumetric display is a technology that directly creates a stereoscopic image by forming a spatial pixel, which is known as a volumetric pixel, in a physical space, and has a significant advantage in that it can easily solve the problem of the viewing angle. This technology has already been tested for commercial purposes by several leading companies. In this paper, we will examine recent research trends regarding these 3D displays and near-eye display that is emerging as a significant application field of these technologies.

A Study on an Integrated Light Guide Plate (광학시트를 제거한 복합 도광판 설계 연구)

  • Lee, Yun-Mi;Lee, Jun-Ho;Jeon, Eun-Chae
    • Korean Journal of Optics and Photonics
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    • v.21 no.2
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    • pp.53-60
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    • 2010
  • An integrated light guide plate (LGP) was designed for liquid crystal displays (LCD) without using prism and diffuser sheets. The integrated LGP is textured with micro-patterns on both the top and bottom surfaces. The textures effectively substitute for a single prism-sheet and a diffuser sheet in LCD displays without decreasing the brightness and uniformity. A LCD display with our integrated light guide is simulated to give average luminance of 4560 cd/$m^2$, luminance uniformity of 83% horizontal viewing angle $60^{\circ}$ and vertical viewing angle $56^{\circ}$. Therefore an ultra thin (slim) back light unit can be constructed with fewer optical sheets, which reduces the manufacturing cost and so improves price competitiveness.

A study of Polarization Modulator to Single-cell type in Polarized Glasses 3D Display System Using Binocular Parallax

  • Kong, Kyung-Bae;Kwon, Jung-Jang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.71-78
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    • 2019
  • Most 3D displays that are currently in the market adopt the binocular disparity method creating a different image for the left and right eye for a 3 dimensional effect. However, commercialized 3D image output devices lack in performance making it uncomfortable for the viewer and restrict the viewer to certain positions. In this paper, we propose a single-cell polarized lens type stereoscopic system which has a smaller viewing angle and reduced crosstalk, with improved light penetration compared to existing double-cell structures; and analyzed the single-cell polarized lens type stereoscopic system properties, and conducted an effect analysis of performance improvement compared to the dual-cell type. Results showed that the single-cell type had a 25% improved performance, and the 3D crosstalk index which is an important index for quality characteristics of stereoscopic systems, increased over about 37%, compared to the dual-cell type.

Evolution of spatial light modulator for high-definition digital holography

  • Choi, Ji Hun;Pi, Jae-Eun;Hwang, Chi-Young;Yang, Jong-Heon;Kim, Yong-Hae;Kim, Gi Heon;Kim, Hee-Ok;Choi, Kyunghee;Kim, Jinwoong;Hwang, Chi-Sun
    • ETRI Journal
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    • v.41 no.1
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    • pp.23-31
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    • 2019
  • Since the late 20th century, there has been rapid development in the display industry. Only 30 years ago, we used big cathode ray tube displays with poor resolution, but now most people use televisions or smartphones with very high-quality displays. People now want images that are more realistic, beyond the two-dimensional images that exist on the flat screen, and digital holography-one of the next-generation displaysis expected to meet that need. The most important parameter that determines the performance of a digital hologram is the pixel pitch. The smaller the pixel pitch, the higher the level of hologram implementation possible. In this study, we fabricated the world-smallest $3-{\mu}m$-pixel-pitch holographic backplane based on the spatial light modulator technology. This panel could display images with a viewing angle of more than $10^{\circ}$. Furthermore, a comparative study was conducted on the fabrication processes and the corresponding holographic results from the large to the small pixel-pitch panels.

Seamless Viewing Control by User Movement Between Pyramid Sections in Desktop 3D Hologram Pyramid (데스크톱 3D 홀로그램 피라미드에서 피라미드 단면 사이 사용자 이동에 따른 끊김 없는(seamless viewing control) 뷰 생성)

  • Hwang, Sun-Ju;Nam, Yang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.1-9
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    • 2021
  • The hologram pyramid is an application of floating holograms, allowing the observer to see three-dimensional holograms from various angles without wearing wearable devices. Due to the low cost and ease of manufacturing, it has been used in a wide variety of fields as diverse as education, prototyping, showcase, and etc. But, when the observer looks at the hologram from the place where each side of the hologram pyramid is connected, the hologram looks cut and distorted. Also, the observer can see the only hologram of angles viewed head-on from each side. In this paper, we propose a method of generating a hologram image corresponding to the observer's gaze angle by tracking the observer's position and conducting reverse distortion. It provide a hologram of the angle viewed by the observer without cutting and distortion. In addition, the existing method and the proposed method were applied and compared in the hologram pyramid.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Observational Feature of Ejecta-Companion Interaction of A Type Ia SN 2021hpr Via The Very Early Light Curve

  • Lim, Gu;Im, Myungshin;Paek, Gregory S.H;Yoon, Sung-Chul;Choi, Changsu;Kim, Sophia;Seo, Jinguk;Kang, Wonseok;Kim, Taewoo;Sung, Hyun-Il;Kim, Yonggi;Yoon, Joh-Na
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.50.3-51
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    • 2021
  • The progenitor of Type Ia supernovae is largely expected as a close binary system of a carbon/oxygen white dwarf (WD) primary and its secondary non-degenerate (single degenerate; SD) or degenerate companion (double degenerate; DD). Here we present a high-cadence monitoring observation of SN 2021hpr in a spiral galaxy, NGC 3147. SN 2021hpr shows typical characteristics as a normal type Ia supernova from its photometric (Δm15(B)=1.01±0.03, dust free MB,max=-19.45±0.02) and spectroscopic data. To investigate its progenitor system, we fit the early part of BVRI-band light curve simultaneously with a combined version of ejecta-companion and simple power-law model. As a result, we found a significant feature of an early excess possibly from a 7.63±0.52R-sized companion at the optimal viewing angle while the fit is not successful at the common viewing angle. No possible red sources brighter than F555W=-7.01 AB mag is detected at the SN location in Hubble Space Telescope (HST) pre-explosion images, excluding massive stars with initial mass of >16M as companions. We suggest the progenitor system of SN 2021hpr can be a fairly large companion such as a main sequence, a low mass subgiant, and a helium giant star. In addition, a possibility of the ejecta-Disk Originated Matter (DOM) interaction for the DD scenario considering linearly-rising early flux still remains.

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Facial profile parameters and their relative influence on bilabial prominence and the perceptions of facial profile attractiveness: A novel approach

  • Denize, Erin Stewart;McDonald, Fraser;Sherriff, Martyn;Naini, Farhad B.
    • The korean journal of orthodontics
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    • v.44 no.4
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    • pp.184-194
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    • 2014
  • Objective: To evaluate the relative importance of bilabial prominence in relation to other facial profile parameters in a normal population. Methods: Profile stimulus images of 38 individuals (28 female and 10 male; ages 19-25 years) were shown to an unrelated group of first-year students (n = 42; ages 18-24 years). The images were individually viewed on a 17-inch monitor. The observers received standardized instructions before viewing. A six-question questionnaire was completed using a Likert-type scale. The responses were analyzed by ordered logistic regression to identify associations between profile characteristics and observer preferences. The Bayesian Information Criterion was used to select variables that explained observer preferences most accurately. Results: Nasal, bilabial, and chin prominences; the nasofrontal angle; and lip curls had the greatest effect on overall profile attractiveness perceptions. The lip-chin-throat angle and upper lip curl had the greatest effect on forehead prominence perceptions. The bilabial prominence, nasolabial angle (particularly the lower component), and mentolabial angle had the greatest effect on nasal prominence perceptions. The bilabial prominence, nasolabial angle, chin prominence, and submental length had the greatest effect on lip prominence perceptions. The bilabial prominence, nasolabial angle, mentolabial angle, and submental length had the greatest effect on chin prominence perceptions. Conclusions: More prominent lips, within normal limits, may be considered more attractive in the profile view. Profile parameters have a greater influence on their neighboring aesthetic units but indirectly influence related profile parameters, endorsing the importance of achieving an aesthetic balance between relative prominences of all aesthetic units of the facial profile.