• Title/Summary/Keyword: people watching

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The Effects of Watching a Virtual Reality (VR) Forest Video on Stress Reduction in Adults

  • Hong, Sungjun;Joung, Dawou;Lee, Jeongdo;Kim, Da-Young;Kim, Soojin;Park, Bum-Jin
    • Journal of People, Plants, and Environment
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    • v.22 no.3
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    • pp.309-319
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    • 2019
  • This study was conducted to investigate the effects of watching a virtual reality (VR) forest video on stress reduction in adults. Experiments were performed in an artificial climate chamber where temperature, humidity and illumination were controlled. To cause stress in subjects, the subjects were asked to multiply two digit numbers by one digit numbers for two minutes. The subjects then watched a VR forest video for five minutes. During the experiment, the heart rate variability (HRV) and heart rate (HR) of subjects were continuously measured for evaluating their physiological state. After measuring the baseline and watching a VR forest video, their psychological state was evaluated using the profile of mood state (POMS), semantic differential (SD) method, and positive affect and negative affect schedule (PANAS). The results of physiological evaluation after watching a VR forest video showed a decrease in the stress index and HR, an increase in the activity of the parasympathetic nervous system, and the standard deviation of normal to normal RR intervals (SDNN). The results of psychological assessment confirmed that watching a VR forest video induced "comfort", "natural", and "soothed" feelings in subjects. In addition, watching a VR forest video decreased "tension-anxiety (T-A)", "depression-dejection (D)", "anger-hostility (A-H)", "fatigue (F)", "total mood disturbance (TMD)", and increased "vigor (V)" compared to the base line, and decreased "negative affect" and increased "positive affect." These results indicate that watching a VR forest video decreases adults' stress index, stabilizes physiological state, and has a positive impact on psychological state. The findings of this study can serve as a basis for providing forest welfare services to people in the blind spots of forest welfare, and can lay a foundation for the adoption of VR, one of the technologies of the fourth industrial revolution in forestry.

Effect of Music and Actor Evaluations on Musical Watching Intention: Comparison between Korea and China (음악과 배우에 대한 평가가 뮤지컬 관람의도에 미치는 영향: 한국과 중국의 비교)

  • Wang, Yueqi;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.450-457
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    • 2020
  • This study investigated the effects of music and actor evaluation on musical watching intention by performing a survey on 187 undergraduate and graduate students in Korea and China. Controlling respondents' gender, major, interests on arts, annual number of musicals attended and musical participation motivation grouped by music and actor, we found three things. First, a high evaluation of music and actor leads to high watching intention. Second, when a person is motivated by music, high evaluation on music increases the watching intention, but this is not the case for the actor. Third, Chinese people do not show any interaction effects of watching motivation between musical evaluation and watching intention. In conclusion, people are found to have a greater musical watching intention when they are motivated by music and evaluate high on music, rather than when they are motivated by the actor and evaluate high on actor. Also, the differential effects of evaluation on the musical do not exist in China, where a different musical participation culture prevails.

Cinemagraph Image Study for the Online Food Marketing

  • Park, JiSeob;Rhee, Cheul
    • Agribusiness and Information Management
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    • v.6 no.1
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    • pp.12-19
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    • 2014
  • The purpose of this study is to compare and analyze the product image produced by the cinemagraph image and the product image produced by the general image in the electronic trade. The cinemagraph refers to the image with a special characteristic that provides the motion clue by playing the part of the picture endlessly in the form of a video. For this study, we explored how the perceived monetary value, brand attitude, and perceived taste would influence on the purchase intention, and it was analyzed that all of the three factors significantly influenced on the purchase intention. However, it was investigated that the purchase intention of the group watching the image by the cinemagraph was significantly influenced by the perceived monetary value and the perceived taste, and the purchase intention of the other group watching the general image was significantly influenced by the brand attitude and the perceived taste; therefore, it was verified that there was a difference between the group watching the cinemagraph and the group watching the general image. In this result, it could be interpreted that when the people watching the cinemagraph purchase a product in the shopping mall, the price becomes the important requirement, and when the people watching the general image purchase a product in the shopping mall, the brand becomes the important requirement; therefore, these results could provide great implications to the food marketers.

Correlations between Old People's Watching of Television Programs and Practice of Health Behaviors (노인의 TV 건강프로그램 시청과 건강행위 실천과의 관련성)

  • Lee, Hyun-Jung;Park, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.294-301
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    • 2011
  • The current study examined the influence of current TV health programs on old people's practice of health behaviors through analyzing their recognition, watching behaviors and satisfaction. The study conducted 293 old people living in Pohang City, North Gyeongsang Province from March 17, 2008 to March 28, 2008. The results of this study were as follows: 86.3% of the respondents has watching experience of TV health programs in a month while there was a meaningful difference in frequency of watching by education, obesity and a clinical history. The degree of health behavior practice, 62.1% answered high while 17.7% said low. Factors that influence the degree of health behavior practice were sex, interest in health and experience of watching. In addition, men practiced 1.78 times more than women, those with more interest in health practiced 3.3 times of those with no interest, and those with watching experience presented 6.1 times higher practice degree than those with no experience. It was found that old people's recognition for TV health programs was positive, and the more frequently they watch the programs, the higher their practice of health behaviors was. In addition, old people's popularity rate of TV health programs means that they have a lot of opportunities to be exposed to information provided in health programs. Accordingly, it is thought that TV health programs should try to provide correct health information that can meet old people's needs.

A watching system of a person entering a restricted area by image processing

  • Akimoto, Tadashi;Akizuki, Kageo;Kawamura, Mamoru
    • 제어로봇시스템학회:학술대회논문집
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    • 1994.10a
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    • pp.6-11
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    • 1994
  • For a safety supervision, watching a restricted area so that no one go there is very important. This has been mostly accomplished by people. They keep an eye on many monitors at onece for a long time. It, however, is too simple and boring to concentrate it for a long time. So it's worth while to construct a watching system by image processing. And the system we made is now actually working at a certain hydroelectric power plant and some other restricted areas in Japan.

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A Study of the Classification and Application of Digital Broadcast Program Type based on Machine Learning (머신러닝 기반의 디지털 방송 프로그램 유형 분류 및 활용 방안 연구)

  • Yoon, Sang-Hyeak;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.119-137
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    • 2019
  • With the recent spread of digital content, more people have been watching the digital content of TV programs on their PCs or mobile devices, rather than on TVs. With the change in such media use pattern, genres(types) of broadcast programs change in the flow of the times and viewers' trends. The programs that were broadcast on TVs have been released in digital content, and thereby people watching such content change their perception. For this reason, it is necessary to newly and differently classify genres(types) of broadcast programs on the basis of digital content, from the conventional classification of program genres(types) in broadcasting companies or relevant industries. Therefore, this study suggests a plan for newly classifying broadcast programs through using machine learning with the log data of people watching the programs in online media and for applying the new classification. This study is academically meaningful in the point that it analyzes and classifies program types on the basis of digital content. In addition, it is meaningful in the point that it makes use of the program classification algorithm developed in relevant industries, and especially suggests the strategy and plan for applying it.

Association of Obesity with Television Watching and Physical Activity in Adult Female (성인 여성의 비만위험도와 TV 시청시간 및 신체활동 수준과의 관계)

  • 윤군애
    • Journal of Nutrition and Health
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    • v.36 no.7
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    • pp.769-776
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    • 2003
  • This study has analyzed the association of physical activity and television watching time with obesity in 30-50 aged women from middle income town in Busan city area. Data were obtained using a questionnaire, including information about physical activity, TV watching time and health habit; social data regarding educational level and monthly income; family history of chronic condition. Height and weight were measured. Outcome variable was obesity, defined as a body mass index 25 kg/m$^2$ or greater. Odds ratios (OR) for obesity were estimated by multivariate logistic regression, and interpreted as a relative risk of obesity. The prevalence of obesity was 11.8%. The mean BMI of obese women was 26.9 kg/m$^2$. The OR of obesity was higher in subject of 40s than 30s. Subjects who had higher educational level presented lower OR than those of elementary or middle school education. Family income was not associated with obesity. Women having a family history of chronic condition had higher risk of obesity than those who did not have it. The OR was lower in active people at work (OR = 0.51; 95% CI = 0.26 - 0.98) than in inactive ones, and the ORs associated with regular exercise or activity at leisure time were not statistically different. However, subjects watching TV $\geq$ 3.5 hr/day showed higher OR (OR = 2.34; 95% CI = 1.16 - 4.74), compared with those watching TV $\geq$ 1.5 hr/day. Association of the joint classification of physical activity variables with obesity was estimated. The highest relative risk of 5.99 was in women in physically inactive at work and high category of TV watching ($\geq$ 3.5 hr/day). Even in women in active at work, the watching TV $\geq$ 3.5 hr/day made them have the high OR (OR = 2.44; 95% CI = 1.03 - 5.77). And at each time level of TV watching, the increasing activity level at work was associated with lower OR for obesity. These findings suggest that both TV watching time and physical activity at work were related to obesity in adult female, each with independent effects on obesity. TV watching time seems to be a significant factor that could partly evaluate the energy expenditure.

An Experimental Study on Negative Emotional Effects in Violent Video Game (폭력적 게임의 시청행위와 게임행위의 부정적 감정효과에 대한 실험연구)

  • Yun, Ju-Sung;Bang, Young-Ju;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.7-18
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    • 2014
  • People generally think that negative effects of violent game contents are more serious in active playing behavior than passive watching video. This research examined the negative emotions which could arise out of playing violent games as fear, anxiety, hate, state-anger, hostility, and depression and performed an experiment methodology to assess those emotion effects between playing and watching violent game. The results of this research found that the watching group of violent video game showed a stronger internal negative feeling such as hate and depression, but the playing group of violent game had a deeper state-anger and hostility as external negative feeling than watching group. This research concludes that each media delivers different negative feelings, and there is little difference in the intensity of negative effects between playing and watching violent game.

A Study on the strengthening of Watching the Children's Musicals in the early childhood Education Institutions (유아교육기관에서의 뮤지컬 관람 실태와 활성화 개선 방안 연구)

  • Oh, Sun-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.7
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    • pp.4441-4449
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    • 2015
  • The purpose of this study is to find out how children's musical is done in the early childhood education field. To find out the realities of children's musical watching, seek problems and way to improve, educationally new alternative, we selected subjects of study as follows. First, how children's musical of the early childhood education center is done? Second, how the education related children's musical of the early childhood education center is done? Third, what is the problem and way to improve of watching children's musical? To find out these, the result of the teachers(159 people) who are working the kidergarten and the early childhood education center is as follows. First, Children were very interested in watching musical and could get new, various experience and culture. Second, when watching musical, kindergarten and the early education center did pre-exploration everytime except same place. second, Of post-education activity, drawing activity related with musical content, story-making activity, developing to child's act are educationally effective. Third, whey watching musical, there is much pressure about danger and safety. So it is hard to control when children is moving. This significant result shows the importance of educational effects of the musical watching and the proposed expansion of the opportunity to experience a musical watching of the various educational approaches.

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.