• Title/Summary/Keyword: First Person View

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A Study on the First Person Narrator in Animation : Focusing on the narration of childhood experience as retrospection (애니메이션의 일인칭 서술자 연구 : 회상으로서의 유년 체험 서술을 중심으로)

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.22
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    • pp.31-45
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    • 2011
  • The paper holds its purpose to analyze the descriptive function and meaning of first person animation which the focalizer, character, and all narrators are indicated as 'I', For the purpose, the following was reviewed; the relation between 'I' as child memorizing the days of childhood as adult and the current 'I' as adult, and the aesthetic effect of experience and sense of the child on the audience reading the narration. The retrospective narrating situation of the adult narrator brings descriptive effect which comes from 'the tension between the experiencing self (self as child) and the narrative self (self as adult). The works focus on the content of child experience through the confession of the adult narrator, but the view of the adult always heading towards 'the present'. That is, the aesthetics contained by the first person narrator is related to endless arousal of the values of hidden and forgotten things. In addition, the descriptive method of child focalizer as 'the subject of experience' brings qualitative change which enables reasoning of the subject as itself, which is free from the view tamed by rational system. Becoming an adult, the lost ability of mimesis brings qualitative change by meeting with the generality of childhood sense. Therefore, it can be known that the meaning the narrator contains in the first person narrator condition of animation links with the degree of aesthetic completion of the work, but also, it is a highly strategic descriptive device which determinately affects even the acceptance of audiences regarding the work.

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Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

The Life Satisfaction of The Aged in The Institutional Household (공공가정 거주노인의 생활만족도 : 유료양로원을 중심으로)

  • 최보아;지영숙
    • Journal of Family Resource Management and Policy Review
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    • v.4 no.2
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    • pp.1-15
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    • 2000
  • The purpose of this study is to suggest the way to improve the life satisfaction of the aged in the institutional household by examing some of factors such as individual, social support and facility that influence their life satisfaction. In the view of statistical results, the level of their life satisfaction is influenced by individual, social support and facility related to factors. First, the level of the aged’s life satisfaction is high when the person has spouse who lives together, has many children, presumes oneself as in healthy and has high-satisfaction of religion. Second, the level of the aged’s life satisfaction is high when the person has good relationship with friends in institutional household and one’s children. And the person whose relative call her or him frequently and she or he is proud of one’s being in institutional household has high-satisfaction of one’s life. Third, the level of the aged’s life satisfaction is high when the person satisfies the quality of food-services and housing services. Finally, the results of in-depth interview show that the person who has financial power, a certain of hobby and one’s role has high-satisfaction of one’s life

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Using Freeze Frame and Visual Notifications in an Annotation Drawing Interface for Remote Collaboration

  • Kim, Seungwon;Billinghurst, Mark;Lee, Chilwoo;Lee, Gun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.6034-6056
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    • 2018
  • This paper describes two user studies in remote collaboration between two users with a video conferencing system where a remote user can draw annotations on the live video of the local user's workspace. In these two studies, the local user had the control of the view when sharing the first-person view, but our interfaces provided instant control of the shared view to the remote users. The first study investigates methods for assisting drawing annotations. The auto-freeze method, a novel solution for drawing annotations, is compared to a prior solution (manual freeze method) and a baseline (non-freeze) condition. Results show that both local and remote users preferred the auto-freeze method, which is easy to use and allows users to quickly draw annotations. The manual-freeze method supported precise drawing, but was less preferred because of the need for manual input. The second study explores visual notification for better local user awareness. We propose two designs: the red-box and both-freeze notifications, and compare these to the baseline, no notification condition. Users preferred the less obtrusive red-box notification that improved awareness of when annotations were made by remote users, and had a significantly lower level of interruption compared to the both-freeze condition.

Automatic Person Identification using Multiple Cues

  • Swangpol, Danuwat;Chalidabhongse, Thanarat
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1202-1205
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    • 2005
  • This paper describes a method for vision-based person identification that can detect, track, and recognize person from video using multiple cues: height and dressing colors. The method does not require constrained target's pose or fully frontal face image to identify the person. First, the system, which is connected to a pan-tilt-zoom camera, detects target using motion detection and human cardboard model. The system keeps tracking the moving target while it is trying to identify whether it is a human and identify who it is among the registered persons in the database. To segment the moving target from the background scene, we employ a version of background subtraction technique and some spatial filtering. Once the target is segmented, we then align the target with the generic human cardboard model to verify whether the detected target is a human. If the target is identified as a human, the card board model is also used to segment the body parts to obtain some salient features such as head, torso, and legs. The whole body silhouette is also analyzed to obtain the target's shape information such as height and slimness. We then use these multiple cues (at present, we uses shirt color, trousers color, and body height) to recognize the target using a supervised self-organization process. We preliminary tested the system on a set of 5 subjects with multiple clothes. The recognition rate is 100% if the person is wearing the clothes that were learned before. In case a person wears new dresses the system fail to identify. This means height is not enough to classify persons. We plan to extend the work by adding more cues such as skin color, and face recognition by utilizing the zoom capability of the camera to obtain high resolution view of face; then, evaluate the system with more subjects.

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Changing University Students Perceptions Toward the Aged: Effects of Knowledge and Experience of the Elderly (노인에 대한 지식과 경험 증가가 대학생의 노인지각에 미치는 영향)

  • 박경란;이영숙
    • Journal of the Korean Home Economics Association
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    • v.40 no.1
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    • pp.37-51
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    • 2002
  • The purpose of this study was to explore university students′ perceptions about the elderly before and after an introductory course for gerontology. Sixty-two male and female undergraduate students participated in the study as a part of the course requirement. Throughout the semester, theme students received a series of classroom lectures on gerontology, as well as participated in diverse activities to experience elderly lives. A survey was administered with the students at the beginning of the first day of class and at the end of the semester. By the end of the unit university students were more likely to have accurate conceptions of and positive attitudes toward aging and the aged. More specifically, they were more likely to (1) perceive "old" and "getting old" as a positive one, (2) seem older adults spend their time on active self-development and social activities, (3) view older adults are important, (4) change opinions about what an old person and young person do together, and (5) have a positive outlook on their own future lives as older adults.

The Point of View and Frame in The VR Movie-Focusing on (VR 영화의 시점과 프레임-VR단편영화<동두천>을 중심으로)

  • Kim, Seonah
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.518-529
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    • 2020
  • is a VR short documentary based on a real case of a Korean female sex worker Yoon Geum-yi who was killed by the US military in 1992. This study examines the mix of the first person point of view and the application of the second cadre added in the implicit frame shown in . With the development of VR technology and deepening the understanding of Virtual Cinematography, storytelling of VR films will also become diverse and interesting.

The Effect of Person-Job Fit on Job Performance : Mediating Effect of Work Engagement and Moderating Effect of Work Meaning (개인-직무 적합성과 직무성과의 관계에 대한 직무열의의 매개효과와 일의 의미의 조절된 매개효과 연구)

  • Shin, In-kyu;Jung, Sung-cheol
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.77-93
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    • 2020
  • The purpose of this study is to investigate the effect of person-job fit on job performance. In the process, the moderating effect of the meaning of work and the mediating effect of work engagement was investigated. For this purpose, survey data were collected from 304 employees working at the company organization and analyzed using correlation and regression analysis. The summary of the study is as follows. First, there is a significant correlation between realistic person-job fit and perceived person-job fit. Second, perceived person-job fit is a significant predictor of job performance. Third, there is a mediating effect of work engagement in the relationship between person-job fit and job performance. Fourth, there is a moderating effect of the meaning of work in the relationship between person-job fit and work engagement. This study demonstrates the correlation of realistic and perceived person-job fit, which has not been studied in Korea before. It was found that person-job fit influences job performance through mediating emotional variables such as work engagement. From the point of view of organization managers, there is a need to provide a work environment that is appropriate for the characteristics of the employees and to manage how employees perceive person-job fit. In particular, it is necessary to support employees to recognize that their work promotes their growth and contributes to the public good. Finally, the limitations of the study and future research tasks were proposed.