• Title/Summary/Keyword: sensory effects

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A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

MPEG Standard for Representation of Sensory Effects (실감효과 재현을 위한 MPEG RoSE 표준화)

  • Ju, Sang-Hyeon
    • Broadcasting and Media Magazine
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    • v.14 no.2
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    • pp.113-122
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    • 2009
  • RoSE(representation of sensory effects)기술은 A/V미디어에서 제공하는 시청각 효과 이외에 바람/향기/진동 등의 실감효과를 팬/발향기/진동의자 등의 다양한 디바이스와 연동시킴으로써 미디어의 실감효과를 극대화하는 기술이다. 2007년 10월 82차 MPEG회의에 처음 제안된 RoSE프레임워크는 SE(sensory effects), USP(user sensory preferences), SDC(sensory device capabilities), SDCom(sensory device commands)의 표준아이템이 상호 연동하는 시스템 구조를 갖는다. 지난 2월 87차 MPEG로잔(Lausanne)미팅에서는 이들을 현실과 가상을 연결하는 인터페이스 표준을 정하는 MPEG-V(ISO/IEC 23005) 프로젝트의 Part 2(control information)와 Part 3(sensory information)으로 분리 배치하고 오는 7월 89차 런던 미팅에서 CD(committee drait)를 목표로 표준화를 진행하고 있다. 본 논문에서는 XML에 기반한 이들 4개의 표준 아이템 구성을 살펴보고 현재까지 MPEG 에서 진행되어 온 RoSE표준화 과정을 소개한다.

Sensible Media Simulation in an Automobile Application and Human Responses to Sensory Effects

  • Kim, Sang-Kyun;Joo, Yong-Soo;Lee, YoungMi
    • ETRI Journal
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    • v.35 no.6
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    • pp.1001-1010
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    • 2013
  • A sensible media simulation system for automobiles is introduced to open up new possibilities for an in-car entertainment system. In this paper, the system architecture is presented, which includes a virtuality-to-reality adaptation scheme. Standard data schemes for context and control information from the International Standard MPEG-V (ISO/IEC 23005) are introduced to explain the details of data formats, which are interchangeable in the system. A sensible media simulator and the implementation of a sensory device are presented to prove the effectiveness of the proposed system. Finally, a correlation between learning styles and sensory effects (that is, wind and vibration effects) is statistically analyzed using the proposed system. The experiment results show that the level of satisfaction with the sensory effects is unaffected overall by the learning styles of the test subjects. Stimulations by vibration effects, however, generate more satisfaction in people with a high tactile perception level or a low visual perception level.

A Framework for VR Effects with Multi-sensory Motional Display (운동감 및 다감각 가상현실 효과 시스템의 구조와 응용)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.55-66
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    • 2005
  • Virtual reality (VR) simulators have been extended to transfer knowledge and education, and demands for exhibition systems for science education and cultural experiences has also increased. Existing VR simulators, which are based on the dynamics equations of motion, cannot easily be adapted to changes in simulation contents. In order to effectively transfer knowledge and maintain interests through educational applications, an experiential system that has multi-sensory effects as well as motion effects is required. In this study, we designed and implemented a motion generation that is tailored to experiential exhibition systems and multi-sensory VR effects. Both the sense of motion which is generated from the movement of the viewpoint of the visual image, and motion effects which are constructed in advance, are applied to motion simulation. Motion effects which occur during interaction between the user and the exhibition system can be easily added. Various sensory cues that are appropriate to the exhibition system are also considered.

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Quality of Experience Experiment Method and Statistical Analysis for 360-degree Video with Sensory Effect

  • Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1063-1072
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    • 2020
  • This paper proposes an experimental method for measuring the quality of experience to measure the influence of the participants' immersion, satisfaction, and presence according to the application of sensory effects to 360-degree video. Participants of the experiment watch 360-degree videos using HMD and receive sensory effects using scent diffusing devices and wind devices. Subsequently, a questionnaire was conducted on the degree of immersion, satisfaction, and present feelings for the video you watched. By analyzing the correlation of the survey results, we found that the provision of sensory effects satisfies the 360-degree video viewing, and the experimental method was appropriate. In addition, using the P.910 method, a result was derived that was not suitable for measuring the quality of the immersion and presence of 360-degree video according to the provision of sensory effects.

Multi-Sensory Environment and Agitated Behavior in Ageing Residents with Dementia

  • Lee, Sook-Young;Morelli, Agneta
    • Architectural research
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    • v.12 no.1
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    • pp.1-8
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    • 2010
  • This research paper explores selected behavioral outcomes of a multi-sensory environment. An experimental study was conducted at a specialized facility for the ageing in Sweden. The objective was to explore the effects of agitated behaviors of ageing residents with dementia and to identify any short-term effects. Appointed nursing staff was instructed to record physically and verbally agitated behaviors on three occasions; pre-session, mid-session, and post-session. Over seven months, nine participants received sixty-one sessions in the multi-sensory room. ANOVA and Post hoc multiple comparisons were performed to identify the differences in mean between each session. Generally irritated/frustrated behavior and eating/drinking non foods revealed statistically significant differences, while there were no significant results in verbally agitated behavior. One short-term effect was observed in one agitated category; a reduction of generally irritated/frustrated behavior. These results suggest that the multi-sensory environment can have positive effects on some manifestations of agitated behavior. This study proposes that a multi-sensory environment may be recommended as an alternative intervention for physically agitated behavior among this category of residents. However, more research is needed to understand the specific effects and the best use of the multi-sensory environment for this population.

Effects of Personality and Sensory Processing on College Life Adaptation in Students Majoring in Occupational Therapy (작업치료 전공 대학생의 성격과 감각처리가 대학생활 적응에 미치는 영향)

  • Chun-Yeop Lee;Nam-Hae Jung
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.237-246
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    • 2023
  • Purpose : This study investigated the effects of personality and sensory processing on college life adaptation in students majoring in occupational therapy. Methods : We conducted a survey study on 251 college students from March to May 2023. Personality, sensory processing, and college life adaptation were measured through the international personality item pool, adolescent/adult sensory profile, and student adaptation to college questionnaire, respectively. The general characteristics of students were analyzed using frequency analysis, and differences in college life adaptation and sensory processing characteristics were analyzed using independent t-tests and one-way ANOVA. The relationship between personality, sensory processing, and college life adaptation scores was analyzed using Pearson correlation analysis. The impact of personality and sensory processing on college life adaptation was analyzed using multivariate regression analysis using SPSS 25.0. Results : Correlations of all five personality factors, except openness to experience, were observed with students' college life adaptation. According to sensory processing characteristics, differences in college life adaption showed significant differences in sensory avoidance, poor registration, and sensory sensitivity. The variance of college life adaptation explained by each factor (based on R2) were 46% by personality and 26% by sensory processing. Among personality traits, neuroticism had a negative effect on college life adaptation, agreeableness and extroversion had positive effects, and low registration during sensory processing had a negative effect. Conclusion : This study suggests the provision of various activities and creation of an environment for college students with low sensory registration and neurotic traits to encourage positive changes. The results can be used to design a program that helps college students adapt to occupational therapy majors.

The Effects of Sensory Experiences of Customers Visiting Family-Style Restaurants on Customer Satisfaction (패밀리 레스토랑 매장 내 감각체험이 고객만족에 미치는 영향)

  • Huh, Eun-Jeong;Kim, Woo-Sung;Jung, Yoon-Sun
    • Korean Journal of Human Ecology
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    • v.19 no.3
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    • pp.523-536
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    • 2010
  • This study analyzed the effects of demographic factors and sensory experiences of customers on customer satisfaction, using data from 302 customers in the Pusan, Ulsan, and Kyungnam areas who have visited family restaurants within 3 month period prior to the study. This study defined the sub-factors of sensory experience as vision, sound, smell, taste, and touch, and defined the sub-factors of customer satisfaction as main services, supplementary facilities, services related to sales promotion, served food, and the location of a restaurant. The study revealed that each evaluation score of the sub-factors of sensory experience and each evaluation score of the sub-factors of customer satisfaction was a little higher than the middle score. Respondents evaluated taste as the highest score among the sub-factors of sensory experience and evaluated main services as the highest score among the sub-factors of customer satisfaction. In terms of the effects of the sub-factors of sensory experiences and demographic factors on overall customer satisfaction, more positive taste experience, vision experience, and sound experience led to higher overall customer satisfaction and the married group in terms of marital state gave higher evaluation scores on overall customer satisfaction than the counterpart. In terms of the effects of the sub-factors of sensory experiences and demographic factors on individual customer satisfaction, consumers' sensory experiences were shown to exert far greater influences than the demographic variables.

Effects of A Sensory Stimulation Program on Growth and Behavioral Development of Infants (감각자극 프로그램이 영아의 성장과 행동발달에 미치는 효과)

  • 김정선
    • Journal of Korean Academy of Nursing
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    • v.29 no.6
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    • pp.1445-1454
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    • 1999
  • This study was designed to investigate the effects of a sensory stimulation program on the growth (weight, height, head circumference, and chest circumference), behavioral development, behavioral states, and the heart rate of the infants. A total of 23 infants of 2 weeks old were divided into sensory stimualtion group (11 infants) and control group (12 infants). The infants of sensory stimulation group had received sensory stimulation for 6 weeks. Sensory stimulation program was composed of tactile and kinesthetic stimulation. We assessed growth, behavioral state and heart rate every week and behavioral development every 2 weeks. The results were as follows: 1. Body weight in sensory stimulation group, from two weeks after the sensory stimulation program, was significantly increased more than control group, but there was no significant difference in height, head circumference, and chest circumference between the two groups. 2. Behavioral developmental score of sensory stimulation group was significantly higher than that of control group from two weeks after the sensory stimulation program. Developmental states of sensory stimulation group showed more 'high average developmental state' than the control group from 4 weeks after sensory stimulation program. 3. Behavioral states of sensory stimulation group after the sensory stimulation program, the 'sleeping state' was significantly increased more than control group. The 'awakening state' and the state of fuss or crying were significantly less than those of the control group. 4. The heart rate of the sensory stimulation group after the sensory stimulation was significantly lower than the control group. These results indicate that the sensory stimulation program decreases heart rate and improves the sleeping state to be effective on promoting the growth and development of the infants. In view of these experiments, we suggest sensory stimulation program might be considered as a nursing intervention for growth and development of the infants not only in clinical settings but also at homes and in the communities.

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Sensory Properties and Optimization of Tangsuyuk Batter Ingredients (탕수육 배터 성분들의 관능적 특성 및 최적화)

  • 이현규;이경숙;박관화
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.28 no.3
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    • pp.559-565
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    • 1999
  • This study investigated the effects of tangsuyuk batter ingredients on sensory. The optimal condition was evaluated by using RSM(response surface methodology). Five ingredients(wheat flour, corn starch, sodium bicarbonate, alum, water) were used as independent variables, coding 36 experimental trials. The resulting sensory scores(flavor, fracture, color, overall acceptability) were used as dependent variables. Each dependent variable showed significant differences(p<0.05). When the amount of sodium bicarbonate was increased, the sensory scores for flavor and fracture also increased. Sensory scores for color also increased when the amount of sodium bicarbonate was increased and the amount of alum decreased. Overall acceptability scored higher when the amount of sodium bicarbonate was increased. This is therefore indicates that sodium bicarbonate is likely a very important ingredient in the batter. The effects of each ingredient on sensory were thus investigated. The optimum ratios of wheat flour, corn starch, sodium bicarbonate, alum and water were predicted to be 27.55%, 19.34%, 0.27%, 0.19% and 52.65% respectively.

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