• Title/Summary/Keyword: 공간감각력

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The Production of Fracture Effects and 360-Degree Panorama Display (사실적인 파괴 특수효과의 제작과 360도 파노라마 영상 전시)

  • Zhou, jia ni;Yun, tae soo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.39-40
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    • 2018
  • 현재의 게임 영상 작품 중에서 파괴 특수효과는 그 강렬한 충격과 놀라움으로 광범위하게 사용된다. 360도 파노라마 영상이 가져다 주는 몰입감과 공간 감각은 파괴 특수효과의 시각 충격력을 더 강화시킨다. 본 논문의 핵심은 Houdini의 RBDSolver를 통해서 연서 소재를 모의하여 사실적인 파괴 특수효과를 제작에 있으며 또한 실질적인 제작의 방식으로 작업 흐름을 표현하고 분석하는데 있다. 따라서 Houdini이 제작한 파괴 특수효과와 360도 파노라마 영상을 결합하고 거기에다 Youtube를 사용하여 표현하는 것이 이번 연구의 새로운 포인트가 된다.

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A study on the Effect of Process, IT, and Organization Characteristics on Business Process Virtualizability (업무 환경의 디지털 전환에서 업무 특성, IT 특성, 조직 특성이 업무 프로세스 가상성에 미치는 영향 연구)

  • Yituo Feng;Sundong Kwon
    • Information Systems Review
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    • v.24 no.4
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    • pp.119-142
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    • 2022
  • Organizations are attempting a digital transformation that converts physical business processing into virtual business processing. Through this digital transformation, organizations are overcoming time and space constraints and creating competitiveness. The digital transformation of this work environment has been accelerated as many organizations have implemented remote work due to the recent COVID-19 pandemic. This study focused on business process virtualizability, which is the result of the rapid digital transformation of the work environment. Business process virtualizability is the resulting quality, such as the suitability or excellence of business processing in a virtual environment. This research model is the effect of process, IT and organizational characteristics on business process virtualizability. As a result of the verification of people who have experienced remote work in a virtual environment, first, it was confirmed that, in terms of process characteristics, sensory requirements affect business process virtualizability, but relationship requirements, synchronism requirements, and identification and control requirements do not. Second, in terms of IT characteristics, it was confirmed that representation and reach affect business process virtualizability. Third, it was confirmed that, in terms of organizational characteristics, job autonomy affects business process virtualizability, but evaluation unfairness does not. This study found that representation and reach of IT had the most significant influence on business process virtualizability, job autonomy was next, and sensory requirements had the lowest influence. This presents practical implications for organizations to increase the success potential of business process virtualizability.

Somatotopic Mapping of the Supplementary Motor Area (부운동영역의 뇌지도화)

  • Han Young Min;Jeong Su-Hyun;Lee Heon;Jin Gong Yong;Lee Sang Yong;Chung Gyung Ho
    • Investigative Magnetic Resonance Imaging
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    • v.8 no.1
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    • pp.9-16
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    • 2004
  • Purpose : The purpose of this study was to assess supplementary motor area (SMA) activation during motor, sensory, word generation, listening comprehension, and working memory tasks using functional magnetic resonance imaging (fMRI). Materials and Methods : Sixteen healthy right-handed subjects (9M, 7F) were imaged on a Siemens 1.5T scanner. Whole brain functional maps were acquired using BOLD EPI sequences in the axial plane. Each paradigm consisted of five epochs of activation vs. the control condition. The activation tasks consisted of left finger complex movement, hot sensory stimulation of the left hand, word generation, listening comprehension, and working memory. The reference function was a boxcar waveform. Activation maps were thresholded at an uncorrected p=0.0001. The thresholded activation maps were placed into MNI space and the anatomic localization of activation within the SMA was compared across tasks. Results : SMA activation was observed in 16 volunteers for the motor task, 11 for the sensory task, 15 for the word generation task, 5 for the listening comprehension task, and 15 for the working memory task. The rostral aspects of the SMA showed activity during the word generation and working memory tasks, and the caudal aspects of the SMA showed activity during the motor and sensory tasks. Right (contralateral) SMA activation was observed during the motor and sensory tasks, and left SMA activation during the word generation and memory tasks. Conclusion : Our results suggest that SMA is involved in a variety of functional tasks including motor, sensory, word generation, and working memory. The results obtained also support the notion that functionally specific subregions exist within the region classically defined as the SMA.

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Research on the Teaching Building-blocks in Elementary Geometry Class using 3D Visualization SW (3D Visualization SW를 활용한 초등학교 쌓기나무 도형교육에 관한 연구)

  • Bae, Hun Joong;Kim, Jong-seong
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.71-80
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    • 2017
  • The standards for achievement levels for building blocks in elementary geometry class is to enhance spatial cognitive ability through practices describing shape patterns of building blocks observed from different directions. However, most of building block in the textbook is described from only one perspective. Even worse, some examples in the textbook are almost impossible to observe in the real world. Contrary to this, simulated views by Wings3D has shown that each box may look quite differently from different angles let alone the size of each box. Using Wings3D, it is also very easy to build different types of building blocks with various levels of difficulty in the virtual space. Based on these results, in this study, 3D visualization SW is suggested as a potential pedagogical tool for the elementary geometry class to help kids perceive objects in space more precisely. We have shown that 3D visualization SW such as Wings3D could be a powerful, compact 3D SW for most of subjects which are covered in elementary geometry education. Wings3D has another advantage of economic open source SW fully compatible with school PCs.

A Study on the Image and Visual Preference for the Seongpanak Districtat at the Mt. Hallasan (한라산 성판악 등산로 주변 경관이미지 및 선호도 특성에 관한 연구)

  • Kim, Sei-Cheon;Huh, Joon
    • Korean Journal of Environment and Ecology
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    • v.21 no.2
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    • pp.134-140
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    • 2007
  • The purpose of this study is to investigate the landscape image and visual preference for ridges of the Seongpanak district at Mt. Hallasan. For this, the evaluation of the artificial and natural landscape is compared through the medium of color slides. Data is analyzed through the descriptive statistics and spatial image is analyzed by factor analysis algorithm. Principle component analysis and Varimax Method are applied to extraction and factor rotation respectively. The results of this study can be summarized as follows : General visual imagesthe Seongpanak district at Mt. Hallasan are clean, beautiful and attractive. The degree of visual preference increased commensurately with the lower rate of artificial factors. Landscape Factors covering the spatial image are found to be 'aesthetic value', 'spatial scale', 'natural quality', and 'topography' factor, which account for 57.6% of the total variants. The aesthetic value variable is the most important factor in visual preference and the unnatural factors are found to present negative elements with visual preference.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

The Expressive of <The Emperor and the Assassin>'s Comic Image from the Perspective of Narrative (서사적 관점에서 본 만화 <형가자진왕>의 도상 표현)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.84-93
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    • 2014
  • Comics uses words to convey its content and meaning, while the comic image conveys the content as a narrative function to represent how language is combined with the text. This paper makes a comparison and analysis of the comics of Japan and South Korea, in terms of words and image expression, narrative techniques, and the way of communication, to study the characteristics of image narrative. The comic image of Jing ke is the other as a flow of narrative and getting rid of the current screen, to resonate with the readers. Go U-yeong's comics and Sumeragi Natsuki's set up a virtual narrative time and space through the line, surface, space and shade, to realize the reproduction of unhistorical facts and the significance of narrative with the artist's imagination. Sumeragi Natsuki's comics uses historical facts to represent exquisite narrative like still-life paintings. She focuses on the description of the objective facts of history, to seek the sensitive comic image beyond reality. The image narration of Go U-yeong's comics is a clash between his historical narrative among the subjective romantic image and the readers' awareness narrative flow that they insist inside. Therefore, he tries to keep balance. The instant image in his comics is not a reproduction of the historical real moment, but a reproduction image of the reality reconstructed by his own pursuit of narrative.

Vision and Aging

  • Kim, In Suk;Hilz, Rudolf
    • Journal of Korean Ophthalmic Optics Society
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    • v.7 no.1
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    • pp.9-13
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    • 2002
  • It is well known that the maximum amplitude of accommodation decreases with increasing age.(Presbyopia). With single vision lenses presbyopia can be corrected only for one viewing distance. With progressive power lenses presbyopia can be corrected for all viewing distances. But there are some other changes in the visual system with age which can not be corrected by spectacle lenses. Pupillary diameter decreases and the light transmission of the ocular media decreases. Therefore old people need more light, they need better illumination. Cone density in the retina decreases, this is only one example for changes in the sensory system. These changes in the visual system cause changes in visual functions. At the age of 80 visual acuity has decreased to half. Contrast sensitivity for gratings decreases mainly for high spatial frequencies very important is the increase of stray light in the ocular media and therefore the increase of glare. Veiling luminance increases by a multiple of approximately 4, Dark adaptation gets slower and light sensitivity is approximately 2 log units (factor 100) less when the eye is completely dark adapted. Also colour vision gets worse, especially at low luminances. Elderly people have problems with visual tasks which require divided attention between foveal and peripheral vision. An example is the measurement of the useful field of view. This useful field of view be expanded (improved) by visual training.

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Experimental Models of Schizophrenia (정신분열병의 실험적 모델)

  • Cheon, Jin-Sook
    • Korean Journal of Biological Psychiatry
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    • v.6 no.2
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    • pp.153-160
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    • 1999
  • Animal models can provide a useful tool for the study of some aspects of psychiatric disorders and their treatment. The four criteria for the evaluation of animal models of psychiatric disorders are as following : 1) similarity of inducing conditions 2) similarity of behavioral state 3) common underlying neurobiological mechanisms 4) reversal by clinically effective treatment techniques. Several animal models have been proposed for schizophrenia : phenylethylamine model, L-dopa model, hallucinogen model, cocaine model, amphetamine model, phencyclidine model, noradrenergic reward system lesion model, reticular stimulation model, social isolation model, conditioned avoidance reaction, catalepsy test, paw test, self-stimulation paradigms, latent inhibition paradigms, blocking paradigms, prepulse inhibition of the startle reflex, rodent interaction, social behavior in monkeys, hippocampal damage, high ambient pressure, and models using selective breeding. Among them, animals with bilateral lesion of the hippocampus may provide an adequate animal model for several symptoms of schizophrenia, and ketamine model can reproduce negative symptoms and cognitive deficits as well as positive symptoms of schizophrenia. In conclusion, no model of schizophrenia is entirely representative of the disease, and findings gleaned from model systems must be cautiously interpreted. Furthermore, the process of developing and validating animal models must work in concert with the process to identify reliable measures of human phenomenology.

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