• Title/Summary/Keyword: 속도감

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Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

The perception of subjective speed sense by drivers' age on types of median (중앙분리대 형태에 따른 운전자 연령별 주관적 속도감 지각)

  • Sun Jin Park;Soon Chul Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.51-62
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    • 2011
  • This study focused on the effects of median type on drivers' subjective sense of speed and the changes in this sense by driver age. Participants were 61 drivers: 20 young (aged 20-39 years), 19 middle-aged (40-59 years), and 22 older drivers (60+ years). The participants watched each of two driving scenarios, showing either a guardrail-equipped or a concrete median. The participants were asked to push a button when they perceived speeds of 60 km/h, 80 km/h, or 100 km/h. All drivers perceived higher speeds in the guardrail condition than in the concrete condition. Perceived speeds increased with driver age in both guardrail and concrete conditions. These results mean median type affects drivers' subjective sense of speed even as driver age increases, and that drivers' subjective sense of speed tends to increase with age.

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A Driving Study on Driver's Subjective Speed Estimation as a Function of the Vehicle Noise Types and Intensity (운전 중 실내 소음의 유형 및 강도에 따른 주관적 속도감에 관한 연구)

  • Daeho Gong;Junbum Lee;Jaesik Lee
    • Korean Journal of Culture and Social Issue
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    • v.11 no.2
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    • pp.31-46
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    • 2005
  • The purpose of the present study was to investigate the effects of in-vehicle noise types and levels of intensity on drivers' driving speed estimation. Noise generated from the vehicle engine and musical sound sampled from the Korean pop were employed as the types of in-vehicle noise and their levels of intensity were systematically manipulated. In experiment 1 where the effect of the engine noise levels on speed estimation was observed, drivers showed the tendencies of driving faster than the targets speeds under lower noise intensity condition whereas driving slower under higher noise intensity condition. In experiment 2 where both musical sample and the engine noise were provided, drivers' subjective speed estimation was affected by the engine noise as revealed experiment 1, but not by musical sample. When the data from the both experiments were combined and analyzed, an interacting effect of engine noise levels and music sample levels was found: if the intensity of music sample was enough to overwhelm the engine noise, the drivers drove faster than lower engine noise level condition in the experiment 1. This result indicates that although the music sample is not the direct auditory cue of speed estimation as observed in the experiment 2, intense level of music sample can affect drivers' speed estimation when it is coupled with the lower engine noise level.

Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

Comparison to Human Sensibility in Driving Simulator and Roller-Coaster Simulator (자동차 시뮬레이터와 롤러코스터 시뮬레이터 주행에 따른 감성 비교)

  • 전효정;민병찬;강인형;성은정;전자혜;김철중;윤석준
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.123-127
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    • 2003
  • 본 실험은 자동차 시뮬레이터의 속도 변화(40, 70, 100km/h)와 롤러코스터 시뮬레이터의 운동성 구현 방법(washout 필터 적용, washout 필터 비적용) 에 따른 인간 감성을 탑승자의 주관적 평가를 통하여 비교 평가하였다. 자동차 시뮬레이터, 롤러코스터 시뮬레이터 실험은 각각 건강한 20대 남자 12명, 8명을 대상으로 simulator sickness, 쾌적감, 긴장감, 각성감, 속도감에 대한 주관적 평가를 실시하였다. 결과, 자동차 시뮬레이터에서의 저속주행보다 운동형태가 다양한 롤러코스터 시뮬레이터 주행시 쾌적감, 긴장감, 각성감, 속도감이 유의하게 높았다. 즉 자동차 시뮬레이터에서는 주행시 주행속도가 증가함에 따라 운전자의 감성의 정도는 상승하였고 시뮬레이터간 비교에서는 자동차 시뮬레이터의 저속 주행에 비해 롤러코스터 시뮬레이터 주행시 감성변화는 더 컸다. 이상에서 시뮬레이터 구현 방법에서 속도 요소와 다양한 운동성 요소가 탑승자의 감성에 영향을 주는 것으로 나타났다.

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Factors Related to Velocity Perception in a Graphic Simulator (시뮬레이터의 그래픽모듈에 대한 속도감 인자 분석)

  • Son, Kwon;Choi, Kyung-Hyun;Eom, Sung-Suk;Hong, Sung-Jin
    • Transactions of the Korean Society of Automotive Engineers
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    • v.9 no.3
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    • pp.121-130
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    • 2001
  • This paper addresses a method for evaluating perceived velocities of the graphic module in a driving simulator. The major two graphic factors associated with perceived velocities are analyzed: they are the lateral distance between a virtual driver and an array of environmental objects and the textural density of these objects. A graphical representation of a vehicle and its surrounding environment are constructed by employing a three-dimensional tool, Pro/ENGINEER and a virtual environment, dVISE. Using the developed virtual driving environment, experiments have been carried out to formulate the relationship between velocity perception and each factor. Based on the experimental results, nonlinear regression equations are derived to show how the perceived velocities are dependent upon distance/density.

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운동 플러스 - 박진감 넘치는 스쿼시 도전해볼까

  • Kim, Yeon-Su
    • 건강소식
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    • v.36 no.12
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    • pp.36-37
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    • 2012
  • 영국 런던 근교의 한 감옥에서 죄수들이 수감 생활의 무료함을 달래기 위해 야자열매로 교도소 벽을 친 것에서 유래한 스포츠 스쿼시(Squash). 속도감, 지구력, 민첩성, 신체 조절능력, 공간 활용능력 등을 기를 수 있는 팔방미인 운동, 스쿼시에 대해 알아보자.

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출판사마다 '문화론' 시리즈 발간. 이론과 비평 고루 다뤄

  • Ma, Jeong-Mi
    • The Korean Publising Journal, Monthly
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    • s.221
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    • pp.20-21
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    • 1997
  • 문화론은 이제 한때의 유행이 아니라 인문학의 한 부분으로 점점 무게를 더해가고 있다. 세기말의 소비문화 시대에 인간의 욕망과 무의식을 더욱 깊이 있게, 속도감 있게 진단하는 저술에 대한 요구가 높아지고 있다.

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문학속의 과학 - 미래세대의 예술양식

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.32 no.8 s.363
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    • pp.90-91
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    • 1999
  • 전자 및 통신기술의 발달은 문학의 토대 자체를 바꾸어 놓을 가능성이 있다. 책처럼 인쇄매체를 기반으로 한 문학은 사라지고 영상 및 음성매체가 책을 대신한다는 것이다. 이러한 변화와 더불어 문학의 내용도 달라져 고전문학 작품을 밀려나고 가볍고 속도감 있는 작품이 그 자리를 대신할 지도 모른다.

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A Study on Game Character Classification Based on Texture and Edge Orientation Feature (질감 및 에지 방향 특징에 기반한 게임 캐릭터 분류에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1318-1324
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    • 2012
  • This paper proposes a novel method for Game character classification based on texture and edge orientation feature. The character dose not move(NPC) and move the character is classified. Classification of property within the character of straight line segments are used to extract features. First, the character inside edge feature extraction and then calculates EEDH, SSPD. The extracted attribute represents the energy of a particular direction. Thus, these properties were used to classify of NPC and Monster. The proposed method, the user can reduce the unnecessary time in the game.