• Title/Summary/Keyword: 3D depth feeling

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3D Stereoscopic Augmented Reality with a Monocular Camera (단안카메라 기반 삼차원 입체영상 증강현실)

  • Rho, Seungmin;Lee, Jinwoo;Hwang, Jae-In;Kim, Junho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.11-20
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    • 2016
  • This paper introduces an effective method for generating 3D stereoscopic images that gives immersive 3D experiences to viewers using mobile-based binocular HMDs. Most of previous AR systems with monocular cameras have a common limitation that the same real-world images are provided to the viewer's eyes without parallax. In this paper, based on the assumption that viewers focus on the marker in the scenario of marker based AR, we recovery the binocular disparity about a camera image and a virtual object using the pose information of the marker. The basic idea is to generate the binocular disparity for real-world images and a virtual object, where the images are placed on the 2D plane in 3D defined by the pose information of the marker. For non-marker areas in the images, we apply blur effects to reduce the visual discomfort by decreasing their sharpness. Our user studies show that the proposed method for 3D stereoscopic image provides high depth feeling to viewers compared to the previous binocular AR systems. The results show that our system provides high depth feelings, high sense of reality, and visual comfort, compared to the previous binocular AR systems.

Lightness Compensation for Anaglyph Images to Reduce Retinal Rivalry (Anaglyph 영상의 망막경합 최소화를 위한 밝기 보상)

  • Jang, Woo-Heon;Lee, Tae-Hyoung;Kim, Dae-Chul;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.1
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    • pp.88-96
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    • 2012
  • According to development of technology for media, observers try to watch the realities from images, as follows, 3D imaging has been extremely developed. 3D image gives depth in the image, observers feel in nature. Different image perception from left and right eyes make the 3D image. Anaglyph which is one of the ways to make an image of three dimensions is for obtaining an image of three dimensions by using color filter glasses. Anaglyph has a little amount of calculation and is easy to make, and it has a good point that anaglyph can be used in more wide field because it can create an image of three dimensions to the output of print like printed matter. However, the phenomenon of retinal rivalry can cause a feeling of fatigue because a difference of brightness of the left image and the right image happen. The way to reduce this problem is made by cutting down a difference of brightness. In the result, retinal rivalry can be reduced. We reduced a difference of the brightness of the left and the right image by utilizing the brightness and average of the original image to reduce retinal rivalry and we made better colors of anaglyph by using the way that we keep the hue caused by a change of brightness and supplement saturation about color distortion which is created at that time.

The Study for Correlation Characteristics on Radial Artery and Floating/sinking Pulse with BMI (BMI에 따른 요골동맥의 혈관특성과 부/침맥과의 상관관계 연구)

  • Lee, Yu-Jung;Lee, Jeon;Lee, Hae-Jung;Kim, Jong-Yeol
    • Korean Journal of Oriental Medicine
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    • v.14 no.3
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    • pp.121-126
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    • 2008
  • Pulse diagnosis refers to the process of diagnosing a patient by feeling an artery on the wrist based on the shape that the pulse take s while the hold-down pressure increase. The styloid process artery on the wrist is usually felt, and the pulse is taken on Chon, Gwan and Cheok using three fingers. This study is to examine the structural difference in the location of pulse diagnosis by measuring and analyzing blood diameter, blood depth, and blood flow velocity of the location of pulse diagnosis by using ultrasonic wave (VOLUSION730 PRO, GE Medical, U.S.A). This study also attempted to grasp whether the characteristics of blood vessels differ depending on Body Mass Index (BMI) and analyzed their correlation with Oriental medical pulse diagnosis. The male subjects without cardiovascular diseases were divided into the normal BMI group, the underweight group and the overweight group and 10 people of each group were measured, Blood depth, blood diameter and blood flow velocity at the location of pulse diagnosis (Chon, Gwan, Cheok) of the wrists of left and right hands were measured and the pulse wave was measured by using pulse diagnosis instrument (3-D Mac, DaeyoMedi, Korea).The results of this study showed that the characteristics of blood vessels differ depending on the degrees of obesity, and the characteristics of floating pulse and sinking pulse of Oriental medical pulses were related to the degrees of obesity. This shows that the characteristics of the blood vessels of subjects and BMI information are the major indicators for diagnosis and are the matters that must always be considered when developing the algorithm of pulse diagnosis.

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Effect of Modified High-heels on Metatarsal Stress in Female Workers

  • Kim, Kwantae;Peng, Hsien-Te
    • Korean Journal of Applied Biomechanics
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    • v.29 no.3
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    • pp.197-204
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    • 2019
  • Objective: The purpose of this study was to identify the effect of high-heels (HH) modification on metatarsal stress in female workers. Method: Seven females who work in clothing stores ($heights=160.4{\pm}3.9cm$; $weights=47.4{\pm}4.1kg$; $age=31.3{\pm}11.1yrs$; $HH\;wear\;career=8{\pm}6.5yrs$) wore two types of HH (original and modified). The modified HH had been grooved with 1.5 cm radius and 0.2 cm depth around the first metatarsal area inside of the shoes using the modified shoe-last. Participants were asked to walk for 15 minutes on a treadmill and to stand for 10 minutes with original and modified HH, respectively. Kinetics data were collected by the F-scan in-shoe system. After each test, participants were asked to rate their perceived exertion using the Borg's 15-grade RPE scale and interviewed about their feeling of HH. Nonparametric Wilcoxon signed-rank test and effect size (Cohen's d) were used to determine the difference of the variables of interest between the original and modified HH. Results: In the present study, modified HH of the peak contact pressure of 1st metatarsal (PCP) left, PCP right, pressure time integral (PTI) left, peak pressure gradient (PPG) left during standing and PPG right during walking are greater than original HH. And even it didn't show statistically significant, the average in all pressure values of modified HH showed bigger than original HH. It surmised to be related to awkward with modified HH. Even though they said to feel the comfortable cause of big space inside of HH in the interview, they seemed to be not enough time to adapt with new HH. So their walking and standing postures were unstable. Conclusion: Modified the fore-medial part of HH can reduce the stress in the first metatarsal head and big toe area during standing and walking.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.