Natural magnetic fields are attenuated by electrically conductive water. For that reason, marine magnetotelluric surveys have collected data at long periods (1000-100 000 s). The mantle structure has been the main target of seafloor magnetotelluric measurements. To ascertain crustal structure, however, electromagnetic data at shorter periods are important, e.g. in investigations of megathrust earthquake zones, or in natural resource surveys. To investigate of the former, for example, electromagnetic data for periods of less than 1000 s are necessary. Because no suitable ocean bottom electromagnetometer (OBEM) has been available, we have developed a small OBEM and ocean bottom electrometer (OBE) system with a high sample rate, which has an arm-folding mechanism to facilitate assembly and recovering operations. For magnetic observation, we used a fluxgate sensor. Field observations were undertaken to evaluate the field performance of our instruments. All instruments were recovered and their electromagnetic data were obtained. Results of the first experiment show that our system functioned well throughout operations and observations. Results of other field experiments off Tottori support the claim that the electromagnetic data obtained using the new OBEM and OBE system are of sufficient quality for the survey target. These results suggest that this device removes all instrumental obstacles to measurement of electromagnetic fields on the seafloor.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.18
no.4
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pp.37-42
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2018
With advancements in digital image production technology, the branch of stereoscopic image technology has also been undergoing active development. Accordingly, research and development on cutting-edge display products for mounting stereoscopic images are currently being pursued. There are various problems that can occur when viewing 3D images. Because viewers feel visual fatigue while perceiving the depth of the images provided via an artificial method, a negative human factor such as visual fatigue has become one of the most prominent concerns, especially as it is a factor that affects the ongoing maintenance of 3D images. Therefore, by identifying the factors affecting the depth of the graphic images provided in 2D images, and subsequently using this information to develop an image processing method, we conducted depth-related experiments and analysed them under the assumption that stereoscopic images could be reproduced without visual fatigue. Thus, we analysed the most significant factors related to depth and verified the interactions by performing depth-related factors-based ANOVA variance analysis by differentially applying the texture, colour temperature, and contrast ratio to graphic images. We determined the significance of the factors related to depth and proposed a method to improve depth based on an analysis of the results of the experiments conducted in this study.
The purpose of this study is to test the effect of pedagogical agent realism and expertise on persona effect. There were two perspectives of the pedagogical agents' social interaction. Self-identification hypothesis argues that complexity of agent image is better to increase social interaction. Subjective identification insists that simplified image is more helpful to facilitate social interaction. However, from the cognitive load theory perspective, learners' expertise can be a major factor to determine persona effect. Sixty-eight college students (male=19 and female=49) participated. The independent variables were the degree of realism of pedagogical agent (detailed vs. simplified image) and the expertise (high prior knowledge group vs. low prior knowledge group). The dependant variables were comprehension test and the agent persona instrument (API). There was no significant difference in comprehension test score; however, there were significant interaction effect on the most constructs of API: 1) facilitating of learning, 2) credible, and 3) human-like. The follow-up analysis of simple main effect revealed that high expertise group showed significantly higher perception of the three construct with high realism of pedagogical agent. The results of study show that learners' expertise plays a key role of perception of persona effect.
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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v.38
no.6
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pp.561-571
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2020
Seven techniques widely used in the geodetic transformations have been reviewed and compared to figure out their theoretical characteristics. A series of numerical tests were performed about four data sets. This was followed by result analyses in terms of transformation residuals and accuracies together with some hypothesis testings based on the student-t distribution to confirm the statistical significance of the techniques. In the case of the transformation between the geodetic frames implemented in the same system, no statistical significance was revealed in the results of the 3D transformation techniques, even if the testing area becomes large as the Asia-Oceania continent. Among the 2D transformations, it was possible for the NTv2 grid modeling technique to deliver improved transformation accuracy. Finally, it was possible from the results analyzed in this study to propose the Helmert transformation to geodetic control points and the NTv2 technique to the 2D spatial data transformation of the geodetic systems.
The Sr isotope ratio, which is used as basic data for rock formation time, crustal and mantle evolution studies, is determined by mass spectrometer such as thermal ionization mass spectrometry (TIMS) or multi-detector inductively coupled plasma mass spectrometry (MC-ICP-MS). In this technical report, we compared how incomplete chemical separation of elements affects the determination of Sr isotope ratios. For the experiment, commercial resin, NBS987(NIST SRM987) Sr isotope standard, and rock standard samples from the Geological Survey of Japan (GSJ) such as JG1a, JB3 and JA1 were used. As a result of the comparative experiment, it was clearly observed that the measured values of 87Sr/86Sr change when Rb remains due to incomplete separation of the NBS987 Sr isotope standard sample as well as the rock standard samples of GSJ. This indicates that complete separation is an important factor since the calculated value deviates from the true value even though correction for isotope interference by isobar is performed when measuring the isotope ratio with MC-ICP-MS. This also suggests that, when reporting the measurement result of Sr isotope ratio using MC-ICP-MS, the measurement strength of 85Rb should be reported together with the measurement strength of all isotopes of Sr so that isotope interference by isobar can be judged.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.971-978
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2022
As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.
Quartz (SiO2) is among the major rock-forming minerals in the earth's crust. The atomistic structures of SiO2 may evolve during diverse frictional processes. The reduction of friction of quartz-rock accompanied by its amorphization, hydration, and formation of silica gel provides mineralogical insights into earthquakes and related phenomena. Ball milling, together with rotary shear experiments have been useful to infer the atomic origins of such processes. In this study, optimal experimental conditions for ball milling for amorphization of SiO2 were determined by taking into account various process variables. The crystallinity of SiO2 gradually decreased and became amorphous as the ball milling time increased at a high milling speed. The degree of wear of the milling media and its effect on the amorphization of SiO2 were analyzed using distinct milling materials (zirconia, stainless steel). The amount of ball wear increased with increasing milling time. Furthermore, the worn stainless steel particles from balls tend to interact with amorphized SiO2 to form Si-O-Cr. These results aid in understanding the process of atomistic structural changes caused by ball milling of divserse materials with relatively high hardness, such as SiO2, and understanding various geological friction processes.
Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
Science of Emotion and Sensibility
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v.26
no.4
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pp.103-114
/
2023
Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.
1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in
, research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation.
indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.
Park, Mi-Young;Kim, Hee;Cha, Tae-Hyun;Kim, Soo-Kyung
The Journal of Korean Academy of Sensory Integration
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v.18
no.3
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pp.14-26
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2020
Objective : The purpose of this study was to investigate the effect of therapeutic listening on task performance, auditory behavior problems, and attention in children with sensory modulation disorder. Methods : Sixteen children aged four to seven years who were classified as children with sensory modulation disorder were randomly assigned to either the experimental group (n = 8) or the control group (n = 8). From July 1 to October 18, 2017, both groups participated in sensory integration programs, while therapeutic listening training was administered only to the experimental group. Sensory integration therapy was conducted in two sessions per week for six weeks (12 sessions); each session consisted of 40 minutes of therapy and 10 minutes of parent education. Therapeutic listening was conducted in three thirty-minute sessions per week for six weeks (18 sessions). We used the Canadian Occupation Performance Measure (COPM) to evaluate changes in the participants' occupational performance between pre- and post-intervention. We used Fisher's Auditory Problems Checklist (FAPC) to observe changes in behavioral problems related to hearing. The Child Attention Scale for Teacher (CAST) was used to evaluate changes in attention. Results : No significant differences pre- and post-intervention between the two groups were observed. The participants' auditory behavioral problems improved significantly in the experimental group, but no significant difference was found between the two groups. There was no significant difference in attention between the two groups, but there was a significant difference between the two groups in the "adaptability" and "emotion" domains (p < .05). Conclusion : The results suggest that therapeutic listening training has a positive effect on reducing problematic behaviors related to hearing and improving the occupational performance of children with sensory modulation disorder. This study provides a basis for improving the sensory processing ability of children with sensory modulation disorder by applying listening training in the clinical field and at home.
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