• Title/Summary/Keyword: Active Viewing

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The Effects of Automatic Micro-needle Therapy System supply EGF to impact the aging skin (자동미세다륜침을 이용한 EGF 공급이 노화피부에 미치는 영향)

  • Lee, Mi-Na;Lee, In-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2303-2309
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    • 2014
  • This study of 50's women using the Automatic Micro-needle Therapy System(AMTS) aging skin to evaluate the impact. In addition, AMTS is supplied to the EGF since the 50's women increased moisture and elasticity, pigmentation and wrinkles around the eyes to get a positive effect on the reduction of viewing purposes. In this study, 35 people who are middle-aged women October 7, 2013 from December 15, 2013 made a total of 70 days. AMTS study only the use of increased moisture(<.01) and elasticity(<.001), pigmentation(<.01) and wrinkles(<.001) were decreased. In addition, when applying active ingredients EGF better results. Thus to facilitate the regeneration of the active component, such as EGF, if used together to further increase the positive effect considered.

Audience Activity for Digital Media: In the Study of PPV(Pay Per View) Use (디지털 미디어 수용자의 능동성에 관한 연구: PPV(Pay Per View) 이용행태를 중심으로)

  • Lee, Soo-Young;Eun, Hye-Chung
    • Korean journal of communication and information
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    • v.36
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    • pp.348-373
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    • 2006
  • In the era of digital media, one of the most distinctive characteristics is the activity what audience play. This characteristic can be particularly demonstrated in the case of PPV(Pay-Per-View) use. Since this service is related with payment by audience according to each behaviour of their own media use. In doing so, this paper explores the characteristics and behavioral pattern in PPV use. In particular, the study tries to predict from the result that which trait of characteristic can explain the adoption of PPV. The analytical result shows that PPV users are much more active in gathering information as well as achieving the diversity in terms of program choice compared to non PPV users. At the same time, PPV users are prone to be unsatisfied against the other media and naturally willing to adopt the new media. PPV users are much more keen to use toward age related programme classification system in order to protect their children from inappropriate programmes. The variable of participational behaviour is the most relevant variable to predict the degree of PPV use, however, it fails to predict to distinguish the PPV users group from non PPV users group. It maybe given as a conclusion that PPV users are much more active in not only choosing their own program they like to watch but also planning ahead for maximising their pleasure from viewing.

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A Study on the rural Tourism Image Types based Segmentation on Preference Activities : A case of Rural village in Jeju Province (제주도의 농촌관광 이미지 유형별 선호 체험활동에 관한 연구)

  • Kang, Ha-Na;Lee, Jin-hee
    • Journal of Korean Society of Rural Planning
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    • v.22 no.2
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    • pp.141-152
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    • 2016
  • The role of rural towns as a leisure space has recently been increasing with changes in the consumption trends in domestic tourism. Based on the tourists visiting the town of Sunheul-ri, Jocheon-eup, a rural Village in Jeju Island, this study categorized the market according to the images formed by the tourists of rural towns, and analyzed the preferred mode of participation in rural field activities for each category. We analyzed the characteristic factors of the images of rural tourism formed by the tourists, extracted three factors for cluster analysis, and then formed three groups: "Group of Rural Experience Activity" "Group of Rural Environment and Service" and "Group of Rest in the Rural" After analyzing the preferred activity in each image-category group, we found no significant differences among the groups in ordinary activities such as viewing the scenery, experiencing and learning about the natural environment, and culinary experiences. However, there were significant differences among the groups regarding participation in experiential tour programs with the purpose of active tourism. The "Group of Rural Experience Activity" sought to actively participate in various activity programs, whereas the "Group of Rest in the Rural" comparatively had a weaker preference for such active programs. We thus learnt that tourists' preferred activities are different according to the types of images formed by the tourists visiting rural towns. Therefore, to strengthen the competitive advantage of the rural tourist destinations of Jeju Island, it is necessary to provide various activity programs that are appropriate for the rural regions of Jeju and to accord with the expectations associated with each market segment category by positioning the programs according to the characteristics of the images held by the tourists.

Testing the Consistency of Unified Scheme of Seyfert Galaxies

  • Iyida, Evaristus U.;Eya, Innocent O.;Eze, Christian I.
    • Journal of Astronomy and Space Sciences
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    • v.39 no.2
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    • pp.43-50
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    • 2022
  • The unified scheme of Seyfert galaxies hypothesizes that the observed differences between the two categories of Seyfert galaxies, type 1 (Sy1) and type 2 (Sy2) are merely due to the difference in the orientation of the toroidal shape of the obscuring material in the active galactic nuclei. We used in this paper, a sample consisting of 120 Seyfert galaxies at 1.40 × 109 Hz in radio, 2.52 × 1017 Hz in X-ray and 2.52 × 1023 Hz in γ-ray luminosities observed by the Fermi Large Area Telescope (Fermi-LAT) in order to test the unified scheme of radio-quiet Seyfert galaxies. Our main results are as follows: (i) We found that the distributions of multiwave luminosities (Lradio, LX-ray, and Lγ-ray) of Sy1 and Sy2 are completely overlapped with up to a factor of 4. The principal component analysis result reveals that Sy1 and Sy2 also occupy the same parameter spaces, which agrees with the notion that Sy1 and Sy2 are the same class objects. A Kolmogorov-Smirnov test performed on the sub-samples indicates that the null hypothesis (both are from the same population) cannot be rejected with chance probability p ~ 0 and separation distance K = 0.013. This result supports the fact that there is no statistical difference between the properties of Sy1 and Sy2 (ii) We found that the coefficient of the best-fit linear regression equation between the common properties of Sy1 and Sy2 is significant (r > 0.50) which plausibly implies that Sy1 and Sy2 are the same type of objects observed at different viewing angle.

Design of Virtual Reality content for supervising abusement

  • Kim, Minji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.9-15
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    • 2019
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

A Study on the Effect that Leisure Programs on Depression and Self-esteem in Elderly Women in Rural Areas (여가활동프로그램이 농촌여성노인의 우울과 자아존중감에 미치는 효과)

  • Lim, Jung-Soon
    • Journal of Korean Academy of Rural Health Nursing
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    • v.2 no.2
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    • pp.120-126
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    • 2007
  • Purpose: The objective of this study was to evaluate the effects of leisure programs over 8 weeks on elderly women 60 and over who lived in a rural area. Did the program affect feelings of depression and self-esteem? Method: The leisure programs in this study included rhythm gymnastics for elderly women, recreation, balloon art, paper folding, viewing movies, shuttle cock game, exhibition and evaluation activity. As a Quasi-Experimental study, the design of this study was a Nonequivalent Control Group Pretest-Posttest Design. Results: It was shown that leisure programs for elderly women for 8 weeks, consisting of rhythm gymnastics, self-introduction, hobby activities and recreation can reduce depression and enhance the feeling of self-esteem in elderly women in the rural area. Conclusion: It is concluded that public health centers in rural areas should conduct leisure programs during the farmers' slack season, and that the community halls for elders can contribute to improving the life quality of elderly women by being more affirmative and positive if they develop as healthy and active cultural centers where elderly women will want to come and participate.

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.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Stereoscopic Free-viewpoint Tour-Into-Picture Generation from a Single Image (단안 영상의 입체 자유시점 Tour-Into-Picture)

  • Kim, Je-Dong;Lee, Kwang-Hoon;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.2
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    • pp.163-172
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    • 2010
  • The free viewpoint video delivers an active contents where users can see the images rendered from the viewpoints chosen by them. Its applications are found in broad areas, especially museum tour, entertainment and so forth. As a new free-viewpoint application, this paper presents a stereoscopic free-viewpoint TIP (Tour Into Picture) where users can navigate the inside of a single image controlling a virtual camera and utilizing depth data. Unlike conventional TIP methods providing 2D image or video, our proposed method can provide users with 3D stereoscopic and free-viewpoint contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method uses semi-automatic processing to make foreground mask, background image, and depth map. The second step is to navigate the single picture and to obtain rendered images by perspective projection. For the free-viewpoint viewing, a virtual camera whose operations include translation, rotation, look-around, and zooming is operated. In experiments, the proposed method was tested eth 'Danopungjun' that is one of famous paintings made in Chosun Dynasty. The free-viewpoint software is developed based on MFC Visual C++ and OpenGL libraries.