• Title/Summary/Keyword: 3D watching

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Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2865-2874
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    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

A Study on the Social Media Sharing Intention by Exhibition Visitors -Focused on D Museum Plastic-Fantastic and Instagram- (전시방문객의 소셜미디어 공유의도에 관한 연구 -디뮤지엄의 Plastic Fantastic과 Instagram을 중심으로-)

  • Kim, Chaeeun;Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.22 no.4
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    • pp.20-29
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    • 2018
  • Today, visitors of art galleries like to share their life in their communities than interacting with artwork. Meantime, image sharing of an exhibition on social media has become more important than actual watching of the artwork. Accordingly, most of the galleries have started paying more attention in organizing an exhibition environment for proof-shots to attract more visitors. We initially conducted research about the internet environment from the late 1990s to the recent years and analyzed the changing watching patterns of the exhibition since the advent of social media. Secondly, for empirical case analysis, we selected 'Plastic Fantastic' held in D-Museum as the target of analysis. The analysis targeted 500 recent postings that were discovered on Instagram on March 4, 2018, as 'Plastic-Fantastic'(in Korean). The methods of analysis included classification types of image, hashtag, and text on Instagram and were arranged in an order of relation to the exhibits. Based on the image analysis, 44.2% of the images involved exhibition displays; the others included a person or other goods. Based on the results of the text and hashtag analysis, only 3.6% of posting included information about the exhibition and 56.4% had non-related inflow hashtags only with image. The behavior of these shares is likely to gradually lose the inherent meaning of the exhibition and to the value rather than imparting the artistic thrill that viewers derive from art. Exhibition should try to seek deep interaction between the display, audience, and social media users, rather than encouraging the visitors to take proof-shots.

Evaluation of Human Factors on Autostereoscopic 3D Viewing by Using Auditory Stimuli (청각자극을 이용한 무안경방식 3D 영상의 휴먼팩터 평가)

  • Mun, Sungchul;Cho, Sungjin;Park, Min-Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.11
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    • pp.1000-1009
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    • 2013
  • This study investigated changes in behavioral performance before and after watching a multi-view 3D content by using auditory stimuli based on the selective attention theory in order to quantitatively evaluate 3D visual fatigue. Twenty-one undergraduates were asked to report on their current visual and physical condition both in the pre- and post-experiment. A selective attention task was conducted before and after mobile 3D viewing to compare the changes in performance. After performing a Wilcoxon's matched-pairs signed-ranks test on the subjective ratings of 3D visual fatigue, participants were categorized into two groups, unfatigued and fatigued group with a definite criterion. For the unfatigued group, no significant fatigue effects were found in behavioral response times and accuracies to specific auditory targets. In sharply contrast to the unfatigued group, the fatigued group showed significantly delayed response times and less response accuracies. However, no significant changes in accuracies for a working memory task were observed in both groups.

A Study on 3D Stereoscopic Video Production (3D 입체영상 제작방법에 관한 연구)

  • Choi, Young-Geun;Kim, Jong-Chan;Kim, Jong-Il;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.360-362
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    • 2010
  • In this paper, the next generation of digital video media attention to the 3D digital stereoscopic images can be most easily produced and minimize the cost for technology that can be made three-dimensional imaging technique, one of the leaf anaglyph research on methods through the low cost of the optimal representation of the three-dimensional stereoscopic images, and enjoy watching, a technique is proposed.

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Analysis of Stereo 3D Content Factors Causing Viewer's Discomfort (시청자의 불편감을 유발하는 스테레오 3D 영상 콘텐츠 요소 분석)

  • Kim, Woo-Youl;Seo, Young-Ho;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.870-887
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    • 2012
  • This paper qualitatively analyzes the stereo 3D content factors causing viewer's discomfort. For this, we perform a subjective test that each subject strokes a specific key whenever he or she feels discomfort during watching stereo 3D contents. Also we extract the quantitative values of the factors in the 3D contents to obtain the temporal changes of the factors. Those two sets of data are used to analyze the contents to find the content factors which cause viewer's discomfort. The factors to be considered are the amount and the frequency of the disparity change, story of the contents, situation or environments of a scene, movement and position of the image or camera, color and luminance information as well as disparities themselves. Most researches have dealt with each factor causing viewer's discomfort but this paper focuses on the composite factors rather than each of them. That is, this paper deals with the various strong and weak factors and their composites causing viewer's discomfort in addition to the big disparities which have been mostly so far.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

Binocular Vision Corrective Spectacle Lenses Reduce Visual Fatigue in 3-D Television Viewing (양안시 교정안경의 3차원 텔레비전 시청 중 발생한 안정피로 감소)

  • Yoon, Jeong Ho;Kim, Jae-Do
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.3
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    • pp.363-369
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    • 2014
  • Purpose: Three-dimensional (3D) displays are very useful in many fields, but induce physical discomforts in some people. This study is to assess symptom type and severity of asthenopia with their habitual distance corrective spectacle (HDCS) and their binocular vision corrective spectacle lenses (BVCSL) in people who feel physical discomforts. Methods: 35 adult subjects (ages $32.2{\pm}4.4$ yrs) were pre-screened out of 98 individuals to have the highest symptom/asthenopia scores following 65 minutes of 3D television viewing with HDCS. These 35 individuals were then retested symptom/asthenopia scores during they watched 3D television for 65 minutes at a distance of 2.7 m with wearing BVCSL of horizontal, vertical or base down yoked prisms. A 4-point symptom-rating scale questionnaire (0=no symptom and 3=severe) was used to assess 11 symptoms (e.g., blur, diplopia, etc.) related to visual fatigue/visual discomfort. Distance and near lateral phoria were measured using Howell phoria card and vertical phoria were measured using Maddox rod. Symptoms induced by watching 3D TV were compared between wearing HDCS and BVCSL. Results: Asthenopia in watching 3D TV with wearing BVCS was significantly lower than wearing HDCS at 5, 25, 45, and 65 minutes (all p < 0.001, paired t-tests). In only refractive error power correction power group, all asthenopia was not significantly different between HDCS and BVCSL (all $p{\geq}0.05$, paired t-tests). In prism correction groups for binocular imbalance, symptoms of asthenopia, however, was significantly lower for when wearing BVCSL than when wearing HDCS (all p < 0.05). Conclusions: Correction of phoria/vergence-based binocular vision imbalance can reduce asthenopia during 3D television viewing. An individual with binocular vision imbalance need corrected/compensated glasses with appropriate prisms prior to prolonged viewing of 3D television displays to reduce asthenopia/visual fatigue.

Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.

Towards Low Complexity Model for Audio Event Detection

  • Saleem, Muhammad;Shah, Syed Muhammad Shehram;Saba, Erum;Pirzada, Nasrullah;Ahmed, Masood
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.175-182
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    • 2022
  • In our daily life, we come across different types of information, for example in the format of multimedia and text. We all need different types of information for our common routines as watching/reading the news, listening to the radio, and watching different types of videos. However, sometimes we could run into problems when a certain type of information is required. For example, someone is listening to the radio and wants to listen to jazz, and unfortunately, all the radio channels play pop music mixed with advertisements. The listener gets stuck with pop music and gives up searching for jazz. So, the above example can be solved with an automatic audio classification system. Deep Learning (DL) models could make human life easy by using audio classifications, but it is expensive and difficult to deploy such models at edge devices like nano BLE sense raspberry pi, because these models require huge computational power like graphics processing unit (G.P.U), to solve the problem, we proposed DL model. In our proposed work, we had gone for a low complexity model for Audio Event Detection (AED), we extracted Mel-spectrograms of dimension 128×431×1 from audio signals and applied normalization. A total of 3 data augmentation methods were applied as follows: frequency masking, time masking, and mixup. In addition, we designed Convolutional Neural Network (CNN) with spatial dropout, batch normalization, and separable 2D inspired by VGGnet [1]. In addition, we reduced the model size by using model quantization of float16 to the trained model. Experiments were conducted on the updated dataset provided by the Detection and Classification of Acoustic Events and Scenes (DCASE) 2020 challenge. We confirm that our model achieved a val_loss of 0.33 and an accuracy of 90.34% within the 132.50KB model size.

Canonical Correlation of 3D Visual Fatigue between Subjective and Physiological Measures

  • Won, Myeung Ju;Park, Sang In;Whang, Mincheol
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.785-791
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    • 2012
  • Objective: The aim of this study was to investigate the correlation between 3D visual fatigue and physiological measures by canonical correlation analysis enabling to categorical correlation. Background: Few studies have been conducted to investigate the physiological mechanism underlying the visual fatigue caused by processing 3D information which may make the cognitive mechanism overloaded. However, even the previous studies lack validation in terms of the correlation between physiological variables and the visual fatigue. Method: 9 Female and 6 male subjects with a mean age of $22.53{\pm}2.55$ voluntarily participated in this experiment. All participants were asked to report how they felt about their health sate at after viewing 3D. In addition, Low & Hybrid measurement test(Event Related Potential, Steady-state Visual Evoked Potential) and for evaluating cognitive fatigue before and after viewing 3D were performed. The physiological signal were measured with subjective fatigue evaluation before and after in watching the 3D content. For this study suggesting categorical correlation, all measures were categorized into three sets such as included Visual Fatigue set(response time, subjective evaluation), Autonomic Nervous System set(PPG frequency, PPG amplitude, HF/LF ratio), Central Nervous System set(ERP amplitude P4, O1, O2, ERP latency P4, O1, O2, SSVEP S/N ratio P4, O1, O2). Then the correlation of three variables sets, canonical correlation analysis was conducted. Results: The results showed a significant correlation between visual fatigue and physiological measures. However, different variables of visual fatigue were highly correlated to respective HF/LF ratio and to ERP latency(O2). Conclusion: Response time was highly correlated to ERP latency(O2) while the subjective evaluation was to HF/LF ratio. Application: This study may provide the most significant variables for the quantitative evaluation of visual fatigue using HF/LF ratio and ERP latency based human performance and subjective fatigue.