• Title/Summary/Keyword: 공간감

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The Effects of Head Mounted display on Time-on-task and Virtual Presence for Navigational Tasks in the Immersive Virtual Reality (실감형 가상현실에서 Head Mounted Display가 과제수행시간 및 가상실재감 요인에 미치는 영향)

  • Ryu, Jeeheon;Yu, Seungbeom
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.71-80
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    • 2016
  • The purpose of this study was to examine the effects of display on time on tasks and virtual presence in the immersive virtual reality. Head mounted display (HMD) and monitor conditions were compared when the participants were asked to complete navigation tasks in a virtual classroom. Time on tasks and virtual presence were measured. Three factors of the virtual presence were applied as dependent variables such as 1) spatial presence, 2) involvement, and 3) realness. The results showed that HMD condition took longer time to finish tasks than monitor conditions. HMD condition showed significantly higher perception from all of the virtual presence factors. Interestingly, there was a significant interaction effect between the display conditions and presence factors. The relationship between display types and virtual presence factors were discussed for future study.

Characteristics of the Interior Design of Cruise Ship of Korea, Japan and China (한·중·일 크루즈 선박 실내 공간의 디자인 특성)

  • Park, Ah-Reum;Yoon, Ji-Young;Bong, Sun-Hwa
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.700-710
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    • 2011
  • This study is to explore the characteristics and trends of the interior design of the residence area of the cruise ships. The interior of the cruise ships running three Asian countries - Korea, Japan and China was analyzed to understand the design of the public area and the cabin area. The interior of the ships showed the modern, high-tech style with their unique concept. Also, the feeling of the openness was emphasized in two ways- the visual and psychological expression and the spatial application. The contrast of color and the effect of artificial lighting used to express the extended feeling of the closed space inside the cruise ship. The results are expected to contribute to understand the interior design of the worldwide cruise ship and be used as a valuable data for the development of the interior design of the cruise ship.

On the Principles and Applications of Wave Field Synthesis (WFS의 원리와 활용에 관하여)

  • Yoo, Jae-Hyoun;Shim, Hwan;Chung, Hyun-Joo;Sung, Koeng-Mo;Kang, Kyeong-Ok
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.688-696
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    • 2009
  • There are many studies on Wave Field Synthesis(WFS) which provides better presence and spaciousness than conventional discrete multichannel audio reproduction methods. However, it has several problems such as the listener-enclosing loudspeaker array and pre-authorized object-based source signal, so it is not widely used except in large-scale listening rooms. This paper presents a method which utilizes the merit of WFS in small listening rooms such as a living room.

A Subjective Study on the Reverberation Characteristics of Coupled Spaces (음향적으로 결합된 공간의 주관적 잔향감에 관한 연구)

  • Jeong, Dae-Up;Choi, Young-Ji
    • Journal of Korean Association for Spatial Structures
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    • v.8 no.3
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    • pp.65-73
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    • 2008
  • The present work deals with subjective assessments to propose the objective parameter related to the subjective attribute of reverberation in the coupled room varied the aperture opening size. A 1/10 scale model was built and used for the measurements and subjective assessments. For the subjective tests, binaural impulse responses(BIRs) were measured using a dummy head and the measured BIRs were convolved with anechoic recorded music for the presentation over the headphones. The results showed that the perceived reverberation was the largest in the aperture opening size 12.5%(1.97% of mail) room surface area)and decreased with increasing the aperture opening size over 25% (3.94% of main room surface area) in the main room coupled with the secondary reverberant room. In the main room coupled with the secondary absorptive room, there was no changes in the perceived reverberation up to the aperture opening size 6.25%(0.99% of main room surface area) and it gradually decreased with increasing the aperture opening site over 12.5%. The objective parameter, T30/T15, showed a very low correlation with the perceived reverberation in the coupled room varied the aperture opening size but showed a high correlation with a new objective parameter, T30/Tbp, proposed by the authors. Because the late part decay energy more rapidly increases with increasing the aperture opening site than the early and middle part decay energy, the LDT/EDT or T3/T1 is a better quantifier to measure double slopes in the coupled room than the T30/T15.

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Salience of Envelope Interaural Time Difference of High Frequency as Spatial Feature (공간감 인자로서의 고주파 대역 포락선 양이 시간차의 유효성)

  • Seo, Jeong-Hun;Chon, Sang-Bae;Sung, Koeng-Mo
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.6
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    • pp.381-387
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    • 2010
  • Both timbral features and spatial features are important in the assessment of multichannel audio coding systems. The prediction model, extending the ITU-R Rec. BS. 1387-1 to multichannel audio coding systems, with the use of spatial features such as ITDDist (Interaural Time Difference Distortion), ILDDist (Interaural Level Difference Distortion), and IACCDist (InterAural Cross-correlation Coefficient Distortion) was proposed by Choi et al. In that model, ITDDistswere only computed for low frequency bands (below 1500Hz), and ILDDists were computed only for high frequency bands (over 2500Hz) according to classical duplex theory. However, in the high frequency range, information in temporal envelope is also important in spatial perception, especially in sound localization. A new model to compute the ITD distortions of temporal envelopes in high frequency components is introduced in this paper to investigate the role of such ITD on spatial perception quantitatively. The computed ITD distortions of temporal envelopes in high frequency components were highly correlated with perceived sound quality of multichannel audio sounds.

A Study of Family Relationship Maximizing Strategy using Ubiquitous Virtual Space (유비쿼터스 가상공간을 이용한 가족유대감 극대화 방안 연구)

  • Lee, Gee-Won;Hong, Seong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.156-158
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    • 2011
  • 최근 핵가족 및 1인 가구 형태의 주거문화 가속화로 인해 독거노인 건강 및 복지문제, 맞벌이자녀의 양육문제 등이 자연스럽게 대두되기 시작하였고 원격지에 떨어져 사는 가족 구성원간의 커뮤니케이션 기회 상실로 가족 유대감이 점차 저하되면서 뿌리 깊게 이어진 우리나라의 가족 중심문화의 해체현상이 급속화 되어가고 있다. 따라서 본 논문에서는 이러한 사회문제 해소를 위해 광대역 통신망 및 유비쿼터스 기술을 활용하여 원격지 사이의 공간을 하나로 연결하는 가상공간을 구축하여 장소, 시간에 구애 없이 멀리 떨어져 사는 가족 간에 실제 대면하듯이 커뮤니케이션을 하고 정서적 교감을 나눌 수 있는 방안 연구하고 제안하였다. 유비쿼터스 환경은 인간사회에 큰 영향을 줄 것이며, 다양한 기술이 발전하여 언제 어디서나 네트워크를 기반으로 인간과 인간, 인간과 사물 간에 통신이 가능하도록 하는 3차원 커뮤니케이션 공간을 가능하게 할 것이다. 본 연구는 이러한 3차원 커뮤니케이션을 통한 가족 간의 의사소통과 유대감을 높일 수 있도록 가상공간을 활용하는 것에 대하여 제안하였다.

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.33-46
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    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

The orientation property of contrast sensitivity function (시각 콘트라스트 감도 함수의 방향성에 관한 연구)

  • 김헌수;조경미;남궁지나;오은규;김정희
    • Proceedings of the Optical Society of Korea Conference
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    • 2000.02a
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    • pp.154-155
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    • 2000
  • 인간이 인지하는 디스플레이 화질은 디스플레이 및 시각계의 시간적·공간적 특성에 의해 결정되어진다고 한다. 이때, 시각계의 공간 특성은 공간적 콘트라스트 감도 함수(Spatial Contrast Sensitivity Function, 공간적 CSF, 이하 CSF로 표기)로 나타낼 수 있다. 일반적으로 디스플레이를 이용한 휘도 격자의 CSF는 휘도 및 시청 거리(디스플레이와 피험자간 거리)에 의한 영향을 받는다. 본 논문의 목적은 이러한 CSF의 기본 특성에 대해 검토하고, 향후 이를 디스플레이의 화질평가 척도에 이용하는 것에 있다. (중략)

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A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1150-1157
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    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.