• Title/Summary/Keyword: 4D Experience

Search Result 563, Processing Time 0.035 seconds

Asymmetrical Role of Left and Right Eyes in 3-D Contents Production (3-D 영상 제작 시 고려돼야 할 좌우 눈의 비대칭적인 역할)

  • Lim, Jae-A;Nam, Jong-Ho
    • Journal of Broadcast Engineering
    • /
    • v.19 no.4
    • /
    • pp.478-490
    • /
    • 2014
  • In order to make 3-D display technique a better tool to provide viewers with realistic stereoscopic experience, various researches have been done in the many relevant fields. This psychophysical study was designed to investigate whether there was any difference in the perceptual processing between a dominant and non-dominant eye when a 3-D cue was provided exclusively to only one eye. We measured the reaction time for detecting a depth change by providing the viewer's each eyes with differential 3-D stimuli, which have systematical patterns. We obtained that there was a consistent 3-D perceptual performance when the 3-D cue was provided to the viewers' left eye regardless of their eye dominance. The result suggests that it might be a better technique to arrange the camera for left eye to carry 3-D cues to get the viewer's consistent 3-D perception.

Evaluation of color matching ability according to the color temperature and the experience of practitioner (색 온도 및 술자의 숙련도에 따른 비색 능력 평가 원저)

  • Kim, Ji-Hyun;Kim, Sun-Jai;Lee, Keun-Woo;Shim, June-Sung;Yoon, Joonho
    • The Journal of Korean Academy of Prosthodontics
    • /
    • v.50 no.4
    • /
    • pp.299-304
    • /
    • 2012
  • Purpose: The aim of this study is to investigate the effect of different experience level and different light source on shade selection ability comparing prosthodontist group and dental student group under 4,000 K and 5,500 K light. Materials and methods: After color difference of Vitapan 3D-master shade guides was measured, 3 sets of 5 shade tabs were selected with similar value but have different chroma (set a, b, c). Also 3 sets of 5 shade tabs were selected with similar chroma but have different values (set d, e, f). Under 4,000 K and 5,500 K light sources, ten prosthodontists and ten dental students were allowed to match in one set of 5 tabs the same shade tab with the tab which was originally selected in the other set of 5 tabs. Color differences of original tab and matched tab were measured by spectrophotometer and the shade selection ability was evaluated with those data. Evaluation of color difference value was performed in regard to different light conditions and different level of experience, followed by t-test with 95% confidence interval. Results: Color difference values under 4,000 K and 5,500 K light source were $1.62{\pm}2.0$, and $1.33{\pm}1.7$ respectively. In addition, color difference values of prosthodontist group and dental student group were $1.34{\pm}1.7$, and $1.61{\pm}2.0$ respectively. Difference of shade selection ability was not found under either different light sources (P=.398), or different experience level (P=.221). Conclusion: Level of experience did not affect on the shade selection ability when prosthodontists and dental students matched the shades with the same shade tab under the same light source.

A Study on the Awareness and Preparation of the Forth Industrial Revolution of Some Health Department College Students (일부 보건계열학과 대학생의 4차 산업혁명 인식 및 준비도 연구)

  • Cho, Hye-Eun
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.12
    • /
    • pp.291-299
    • /
    • 2020
  • The purpose of this study was to be used as basic data for the development of future-type curriculum in health. The awareness and preparation of the forth industrial revolution were surveyed on 280 college students in health departments preparing medical technicians. A self-written structured questionnaire was used for data collection, and the recognition of the forth industry revolution was 2.74, 3D printing (3.59) was high, and neural network machine learning(2.33) was the lowest. Students majoring in Physiotherapy (3.00) had the highest perception, and those majored in Dental engineering(2.37) had the lowest perception, and there was a difference in the degree of perception of IoT by major (p=0.024). For the forth industrial revolution, 54.5% of students are preparing, and lack of interest (42.9%) is the most difficult reason to prepare, and 50.6% of educational experience and 60.9% of VR&AR game experience have experience. In the era of the forth industrial revolution, job loss (38.7%) was high, and the required competency was creative capacity (50.6%). Therefore, it is necessary to develop a curriculum related to the fourth industrial revolution and apply teaching methods that can increase the awareness and preparation of health college students in the era of the fourth industrial revolution.

Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.4
    • /
    • pp.5-14
    • /
    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

  • PDF

Effect of Prenatal Education Program of Labor and Delivery Experience (분만 체험 산전교육 프로그램 효과)

  • Seong, Chun-Hee;Park, Kyung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.9
    • /
    • pp.5716-5725
    • /
    • 2014
  • This study examined the effects of a prenatal education program of labor and delivery experience for primigravidas in mid-pregnancy. This investigation was designed as a one group pre-post quasi-experimental study, aiming to determine the effects of prenatal education on anxiety, confidence and knowledge in delivery by demonstrating knowledge and actual situations including understanding labor, breast-feeding, baby care and others, and experiencing the education program. Subjects were collected randomly from an on-line club in D city. The simulation education proceeded for 2 hours a week from April to June, 2014, and there were 6 sessions each in the first and second periods. We included 35 primigravidas who attended all 6 sessions. The data was analyzed using descriptive statistics, exploratory factor analysis and a paired t-test. According to the study results, the subjects showed a significant difference in knowledge in delivery (t=-9.07, p<001), confidence in delivery (t=-9.00, p<001) and anxiety (t=14.39, p<001) after participating in the prenatal education program. An evaluation of satisfaction revealed experience to be the most differentiating factor, and the simulation experience was identified as most effective. The desired appropriate number of class sessions was 4 times, and 88.6% of the pregnant women intended to attend the program at their next birth, indicating a high response rate.

A Job Stress and Self-Efficacy of Child Care Teachers (보육교사의 직무스트레스와 자기효능감)

  • Cho, Song-Yon;Koo, Hyunah
    • Korean Journal of Child Studies
    • /
    • v.26 no.4
    • /
    • pp.55-70
    • /
    • 2005
  • The Teachers' Job Stress Scale(D'Arienzo, 1981) and the General Self-Efficacy Scale(Kim & Cho, 1996) were used to study 170 child care teachers. Data were analyzed by one-way ANOVA, Pearson's partial correlation, stepwise multiple regression(forward), path analysis, Internal consistency(Cronbach's $\alpha$), and factor analysis. Results showed that job stress was low for teachers of the national child care center, university graduates, higher salaried, and married teachers. Self-efficacy was high among teachers with more than 2 years experience, married status, and previous experience. Correlation between teacher's job stress and self-efficacy was -.19. Self-efficacy and demographic variables for job stress explained 8~22% of the variability. Self-efficacy intermediated between job stress and demographic variables. Monthly salary directly affected job stress.

  • PDF

Deep Q-Network based Game Agents (심층 큐 신경망을 이용한 게임 에이전트 구현)

  • Han, Dongki;Kim, Myeongseop;Kim, Jaeyoun;Kim, Jung-Su
    • The Journal of Korea Robotics Society
    • /
    • v.14 no.3
    • /
    • pp.157-162
    • /
    • 2019
  • The video game Tetris is one of most popular game and it is well known that its game rule can be modelled as MDP (Markov Decision Process). This paper presents a DQN (Deep Q-Network) based game agent for Tetris game. To this end, the state is defined as the captured image of the Tetris game board and the reward is designed as a function of cleared lines by the game agent. The action is defined as left, right, rotate, drop, and their finite number of combinations. In addition to this, PER (Prioritized Experience Replay) is employed in order to enhance learning performance. To train the network more than 500000 episodes are used. The game agent employs the trained network to make a decision. The performance of the developed algorithm is validated via not only simulation but also real Tetris robot agent which is made of a camera, two Arduinos, 4 servo motors, and artificial fingers by 3D printing.

Parenting Experience of Parents with a Disabled Child (장애자녀를 둔 부모의 양육경험)

  • Lee, Ki-Young;Park, In-Sook;So, Hee-Young
    • The Korean Journal of Rehabilitation Nursing
    • /
    • v.11 no.1
    • /
    • pp.32-40
    • /
    • 2008
  • Purpose: This study used a phenomenological method, which is a qualitative study, in order to understand the vivid experience of parents who have a disabled child. Methods: The number of participants was 10. The subjects of this study were parents who are raising their disabled child who attends a special school or normal middle or high schools in D city. The period for collecting materials was from September 2005 to July 2007. The phenomenological analysis method suggested by Giorgi was used. Results: The meanings of the child parenting experience of parents with a disabled child are (1) feeling of frustration of the delayed treatment, (2) difficult to accept the diagnosis of disability, (3) having eyes centered on her child, (4) accepting the disabled child, (5) giving all his energy to his disabled child, (6) making efforts for his family's unity, (7) recognizing the difficulty of parenting disabled child, (8) recognizing the difficulty of education for disabled child, (9) feeling pitiful for his their normal children, (10) planning for disabled child's future. Conclusions: All the programs for disabled child should be programed for their entire life. It is necessary to provide physical, psychological, emotional, social and economic nursing intervention to relieve or reduce the burden of parents with disabled children.

  • PDF

A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria - (Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 -)

  • Lee Sang-Ho;Kim Tae-Hwan
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.4 s.51
    • /
    • pp.122-133
    • /
    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

Innovative Technologies and Their Application on the Construction of a 100-Plus-Story Skyscraper

  • Haowen, Ye
    • International Journal of High-Rise Buildings
    • /
    • v.4 no.3
    • /
    • pp.161-169
    • /
    • 2015
  • Experience on the construction of several 100-plus-story skyscrapers including Guangzhou West Tower, Guangzhou East Tower, and Shenzhen's KK100 is described considering the increasingly strong development trend of 100-plus-story skyscrapers in China. Difficulties in the construction of 100-plus-story skyscrapers are investigated. Four innovative construction technologies receive detailed descriptions: intelligently and entirely-jacked work platforms, formwork and suspension scaffolding systems ("jacking and formwork systems"), multi-function low-carbon concrete, 5D-BIM ("five-dimensional building information modeling"), and safe and rapid vertical transport, as they have found successful applications in actual projects. Popularized systematically as technical achievements, these technologies will significantly influence the construction of similar projects in the future, and produce more social and economic benefits.