• Title/Summary/Keyword: viewing environment

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STUDY ON 3-D VIRTUAL REALITY FOR STEREOSCOPIC VISUALIZATION OF FLOW FIELD DATA (유동장 데이터의 입체적 가시화를 위한 3-D 가상현실 기법의 적용)

  • Ha, J.H.;Kim, Byoung-Soo
    • 한국전산유체공학회:학술대회논문집
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    • 2010.05a
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    • pp.347-351
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    • 2010
  • In this paper, our effort to apply 3-D Virtual Reality system for stereoscopic visualization of flow data is briefly described. This study is an extension of our previous and on-going research efforts to develop DATA(Data Analysis and Visualization Application) program, which is a data visualization program developed by using Qt as GUI development environment and OpenGL as graphic library. The program is developed upon the framework of object-oriented programming and it was originally developed by using Qt 3.3.3 environment. In this research the program is converted into a Qt 4.3.3-compatible version, and this new version is developed on Visual Studio 2005. And to achieve a stereoscopic viewing capability, two graphic windows are used to render its own viewing image for the lift and right eye respectively. These two windows are merged into one image using 3D monitor and the viewers can see the data visualization results with stereoscopic depth effects by using polarizing glasses. In this paper three dimensional data visualization with stereoscopic technique combined with 3D Monitor is demonstrated, and the current achievement would be a good start-up for further development of low-cost high-quality stereoscopic data visualization system.

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The Impact of YouTube Creator Characteristics and Channel Access Factors on Users' Continuous Viewing Intentions: An Application of the Extended Technology Acceptance Model (확장된 기술수용모형을 적용한 유튜브 크리에이터 특성과 채널 접근 요인이 사용자 지속 시청 의도에 미치는 영향)

  • Jae Hee Cho;Sang Hyeok Park;Seung Hee Oh
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.1-18
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    • 2024
  • This study analyzed the impact of YouTube creator characteristics and channel access factors on the intention to continue watching content, noting that the development of the digital media environment has diversified media audiences' content preferences and access routes. Specifically, we analyzed the effects of YouTube creator trustworthiness, attractiveness, familiarity, and social influence, as well as the effects of recommendation services on perceived usefulness, perceived ease, and perceived enjoyment. The study found that creator credibility and recommendation service had a positive impact on the perceived usefulness of content, while intimacy and charm were important factors in increasing the easy of use and playfulness of content. These perceived usefulness, ease, and playfulness also had a strong positive impact on users' intention to continue watching the channel. This suggests that trust and intimate relationships with creators and appropriate content recommendations play an important role in increasing user satisfaction and channel persistence. The significance of this study's analysis of creator and channel access factors based on the extended technology acceptance model is that it shows the potential for extending and applying the existing technology acceptance model to the digital content environment.

A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty- (온라인 콘서트 시청자의 공동 체험을 위한 가상 환경 디자인 연구 -시청자의 몰입감과 향후 사용 의향을 중심으로-)

  • XU, GE;Park, Sujin;Lee, Sangwon
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.43-54
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    • 2022
  • COVID-19 provided visitors with new online concerts that gradually increased in many ways. The disadvantage of current online concerts is that cannot make full use of the interaction with others. We hope to provide online concert audiences with the same experience as offline. This study was conducted under the condition that the audience watched online concerts and movies individually or group. Experimental results confirm that watching online concerts collectively will increase the sense of immersion. It can be used as a design guide for the virtual public viewing environment in the future.

A basic Study on the Characteristic of Visitor's Circulation in Museum (박물관 관람자의 동선특성에 관한 기초적 연구)

  • 한선영;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.3-6
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    • 1999
  • The purpose of this study is to analyze the characteristics of exhibition circulation through the movement pattern. It looks into the factoers under the influence with the visitor's movement. The method of analysis of investigation by following after visitors. The viewing behavioral of exhibition based on the time, speed, proportion of appreciation is classfied into three types of the profound, the general, the passing viewers. The characteristics of the viewing form of these patterns largely depend on the space elements which are the structure form. And particularly the position of exit, the width of exhibition space and the connection of exhibition space stand out the disparity of the factor of the spatial structure These three patterns bring about a lot of encounter in the exhibition space according to the difference of these routes consequently. So appropriate to the each pattern can offer visitors to more effective environment of exhibition.

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Influence of Observation Height and Eye Condition on Evaluation of Step Visibility while Viewing a Step from the Descending Direction (내려가는 방향에서 본 단차의 시인성에 미치는 관찰 높이 및 시각 조건의 영향)

  • Kang, Yong-Hak
    • Journal of Urban Science
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    • v.9 no.1
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    • pp.61-68
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    • 2020
  • Steps are very common features in our living environment. Unfortunately, the occurrence of accidents on steps is thus inevitable. A failed visibility to recognize a step remains the most common attribute in these accidents. In this research, sensory scales of step visibility were created in order to examine the effects of two factors on step visibility in sensory testing methods; observation height from floor and eye condition while viewing a step from the descending direction. Results of sensory tests revealed strong influence of eye condition on step visibility. Influence of visual characteristics of each step was also examined and clarified.

Viewing the Social Thought of Chinese People in Ming Dynasty Via Piaohailu (由《漂海録》看明代中国人的社会思想)

  • Choi, Chang-Won
    • Industry Promotion Research
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    • v.1 no.1
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    • pp.151-157
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    • 2016
  • Nowadays Chinese society advocates a kind of principal thinking, which Chinese call it "harmony". The entire Chinese society is trying to build a so-called "harmonious society", that is, people live in harmony with the natural environment and carry out sustainable development; people live in harmony with others and build harmonious social relationships; people live in harmony with themselves and cultivate self-morality and enhance national self-quality. It can be seen that the word "harmony" runs through this thinking all the time. This paper aims at viewing Chinese people's philosophy in Ming Dynasty from the Piaohailu. Likewise, the starting points of the paper are also these three aspects which are people's relationships with nature, others and themselves. Based on this angle, it tries to conduct a simple analysis and study by taking Korean official Cui Pu's Piaohailu as the main historical data.

Application of Multi-Resolution Modeling in Collaborative Design (협업 설계에서의 다중해상도 모델링 응용)

  • Kim, Taeseong;Han, Junghyun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.2
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    • pp.1-9
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    • 2003
  • Information assurance(IA) refers to methodologies to protect engineering information by ensuring its availability, confidentiality, integrity, non-repudiation, authentication, access control, etc. In collaborative design, IA techniques are needed to protect intellectual property, establish security privileges and create "need to know" protections on critical features. Aside from 3D watermarking, research on how to provide IA to distributed collaborative engineering teams is largely non-existent. This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such role-based viewing is achieved through integration of multi-resolution geometry and security models. 3D models are geometrically partitioned, and the partitioning is used to create multi-resolution mesh hierarchies. Extracting an appropriately simplified model suitable for access rights for individual designers within a collaborative design environment is driven by an elaborate access control mechanism.

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Virtual Reality Sickness Assessment based on Difference between Head Movement Velocity and Virtual Camera Motion Velocity (사용자 머리 움직임 속도와 가상 카메라 움직임 속도 간 차이에 따른 VR 멀미 측정)

  • Kim, DongUn;Jung, Yong Ju
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.110-116
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    • 2019
  • Virtual reality (VR) sickness can have an influential effect on the viewing quality of VR 3D contents. Particularly, watching the 3D contents on a head-mounted display (HMD) could cause some severe level of visual discomfort. Despite the importance of assessing the VR sickness, most of the recent studies have focused on unveiling the reason of inducing VR sickness. In this paper, we subjectively measure the level of VR sickness induced in the viewing of omnidirectional 3D graphics contents in HMD environment. Apart from that, we propose an objective assessment model that estimates the level of induced VR sickness by calculating the difference between head movement velocity and global camera motion velocity.

The Design of Spatial-Temporal Prediction Filter for saving resources on the view navigation of a panoramic video service (파노라마 영상에서 효율적인 시점탐색을 위한 시공간 비디오 스트림 예측 필터 설계 방법에 관한 연구)

  • Seok, Joo-Myoung;Cho, Yong-Woo
    • Journal of Advanced Navigation Technology
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    • v.17 no.6
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    • pp.757-764
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    • 2013
  • A panoramic video which supports to make viewers feel an immersion through fitting to a wide field of view (FOV) larger than the human visual angle needs an interactive viewing method such as selecting targeted view point among widely viewing points of a panoramic video because it difficult to simultaneously view a whole panoramic video due to a limited viewing environment and bandwidth. When a user officially uses a view navigation in order to select a view point, it happens waste of resources such as bandwidth owing to the transmitted video data of unnecessary view points. Therefore, this paper proposes the spatial-temporal prediction filter (STPF) which is based on the direction and velocity of the view navigation for transmitting only the necessary video data. As a result of simulation, STPF reduces bitrate saving rates by from 6% to 37% compared to conventional methods in the interactive panoramic video streaming service required high bandwidth.

Mukbang Watching Status according to Sex and Grade, and Its Association with the Nutrition Quotient of Elementary School Students in Daejeon (대전지역 일부 초등학생의 성별과 학년에 따른 먹방 시청 실태 및 영양지수와의 관련성)

  • Mi-Jeong Kim;Mi-Kyeong Choi
    • Journal of the Korean Dietetic Association
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    • v.30 no.3
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    • pp.192-203
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    • 2024
  • The digital environment has become an integral part of human lives today. This study aimed to investigate Mukbang watching status and its association with eating behaviors, eating habits, and the nutritional status of children. We conducted a survey of the actual status of Mukbang watching, and nutrition quotient of children (NQ-C) among 222 students in elementary schools in Daejeon. The prevalence of viewing Mukbang content was 68.9%, the most common frequency of viewing was 1~2 times per month (36.5%), and the duration of watching a single episode was less than 10 minutes (54.9%). Overall, 31.4% of students responded that they ate while watching a Mukbang and, 66.0% said they felt hungry after watching a Mukbang. YouTube (82.4%) was the most common source of viewing Mukbang. The most common reason for watching Mukbang was because all the students found the content entertaining. The NQ-C score of all the subjects surveyed was 58.95, which is a moderate grade. The scores of NQ-C, balance, and practice factors were significantly higher in boys than in girls. In addition, the scores of NQ-C, and balance and moderation were significantly higher in Mukbang non-viewers than viewers for all subjects and more specifically boys. These results suggest that watching Mukbang is associated with poor nutritional status in elementary school children. Therefore, it is necessary to consider the Mukbang watching status when providing nutrition guidance to instill healthy eating habits in children.