• Title/Summary/Keyword: Immersion Method

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Corrosion behavior of SA508 low alloy steels exposed to aerated boric acid solutions

  • Lim, Yun Soo;Hwang, Seong Sik;Kim, Dong Jin;Lee, Jong Yeon
    • Nuclear Engineering and Technology
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    • v.52 no.6
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    • pp.1222-1230
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    • 2020
  • The corrosion rates of the reactor pressure vessel materials of SA508 Grade 3 were measured using a weight loss method in aerated boric acid solutions to simulate the evaporation of leaked PWR primary water in an ambient environment. The corrosion behavior and products were examined using X-ray diffraction and electron microscopy. SA508 showed typical general corrosion characteristics. The corrosion rate increased steadily as the boron concentration was increased. As the immersion time elapsed, the corrosion rate slowly or rapidly decreased according to the oxidation reaction of iron. The corrosion rate showed a complicated pattern depending on the temperature; it increased gradually and then rapidly decreased again when reaching a certain transition temperature. The corrosion products of SA508 were found to be FeO(OH), Fe2O3, and Fe3O4. As the boron concentration decreased and the temperature was increased, the formation of Fe3O4 was more favorable as compared to the formation of FeO(OH) and Fe2O3. Consequently, the changes of the corrosion rate and behavior were closely related to the oxidation reaction of iron on the surface. The corrosive damage to SA508 appears to be most severe when the oxidation reaction is such that Fe2O3 forms as a corrosion product.

Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.9-15
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    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

EFFECTS OF AGING AND THERMAL CYCLING ON THE BIAXIAL FLEXURE STRENGTH OF VENEERING RESIN COMPOSITES FOR CROWN (시효처리와 thermal cycling이 치관전장용 복합레진의 2축굽힘강도에 미치는 영향)

  • Jeong, Gwan-Ho;Ha, Il-Soo;Song, Kwang-Yeob
    • The Journal of Korean Academy of Prosthodontics
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    • v.37 no.5
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    • pp.597-606
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    • 1999
  • This study was performed to evaluate the effect of aging and thermal cycling on the biaxial flexure strength of low commercially available veneering resin composites for crown(Dentacolor : DC, Artglass : AG, Esternia : ET and Targis : TG). Disc specimens were fabricated in a teflon mold giving 12mm in diameter and 1mm in thickness. All samples were divided into 4 groups. Group 1 was dried in a dessicator at $25^{\circ}C$ for 30 days. Group 2 was immersed in distilled water at $37^{\circ}C$ for 30 days. Group 3 was immersed in distilled water at $65^{\circ}C$ for 30 days. Group 4 was subjected to 10,000 thermal cycles between $5^{\circ}C\;and\;55^{\circ}C$, and the immersion time in each bath was 15 seconds per cycle. Biaxial flexure test was conducted using the ball-on-three-ball method at the cross head speed of 0.5mm/min and fracture surfaces were observed with scanning electoron microscope. The results obtained were summarized as follows; 1. Weibull modulus values, except for the AG group, decreased after thermal cycling treatment. 2. Biaxial flexure strength values of aging group at $37^{\circ}C$ were the lowest in all sample groups. Except for the DC group, strength values were significantly decreased for the drying group. 3. After thermal cycling test, the highest value of biaxial flexure strength of 188.8 MPa was observed in the ET group and the lowest value of 73.2 MPa was observed in the DC group. The strength values showed the significant differences in each group (p<0.05). 4. Observation of surfaces after thermal cycling test revealed the ditching in the part of surrounding large fillers.

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User Experience and Flow on Smart-Phone -Focused on Galaxy S8 (스마트 폰의 사용자 경험과 플로우 -갤럭시 S8을 중심으로)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.199-204
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    • 2018
  • Smart phones that have lost their existing physical home buttons are being released at the same time, and the flow of users is also changing. The flow is highly subjective and can vary depending on the individual's tendencies. Therefore, this study investigated the change of the flow of smart phone users by Q methodology which is a method of subjectivity research. As a result, the proficiency level of how to turn on the power to start the screen showed a tendency to decrease the flow, and the playability, which is a result of curiosity about the new thing, The results were very positive in the continuity of navigation due to the use of software buttons instead of buttons. Therefore, it can be seen that the change in the hardware smartphone has a positive effect on the flow.

A Study on the Characteristics of Mediation in Fashion Culture Contents Found in Transmedia - Focusing on Modern Fashion since the 20th Century - (트랜스미디어에 나타난 패션 문화 콘텐츠의 매개특성 연구 - 20세기 이후 현대 패션사를 중심으로 -)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.4
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    • pp.131-152
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    • 2017
  • The purpose of this study is to analyze modern fashion culture in the 20th century through changes in transmedia in order to better understand characteristics of fashion contents. The study also strived to identify the characteristics of remediation in modern fashion and media by exploring the cultural code, and use it to establish an integrated view. The subjects and the method of the study are as follows. First, the study analyzed the development of transmedia and fashion culture since the 20th century. Second, it identified the transitional characteristics of transmedia. Third, the study analyzed the characteristics of remediation in modern fashion culture by using the characteristics of mediation, which appeared with the transitional characteristics of transmedia. The study results are as follows. First, the types of remediation are 'borrowing,' 'Representation,' 'Expansion,' 'Refashion,' and 'Absorb.' In old and new media, each type can be aesthetically experienced in 'transparency,' opaqueness,' 'Hypermediacy,' and 'Immediacy.' Second, fashion culture can undergo a transformation from its original form to a second and a third iteration, and this process allows for possibility of an expansion of multiple plots and well-rounded character settings. This opens up the possibility for fashion consumer participation, and signifies a transition into an environment where expansion of time and space is possible. The third finding is the non-mediation of fashion objects. The mediating relationship between clothes and media is directly connected to the development of new media. The immersion of new media by fashion consumers has the characteristics of 'transparency'/'Non-mediation,' and the reinterpretation and reproduction of original fashion styles have the characteristics of 'opaqueness'/'Hyper-mediation.' Fourth, fashion culture has data variability. Through 'Borrowing,' 'Representation,' 'Expansion,' 'Remodeling,' and 'Absorption,' the cultural hierarchy of reproduced fashion forms a multi-layered integrated network. Mediation code, which repurposes fashion culture contents, also creates new media fashion through transmedia.

Comparison of the Characteristics of Three Premium Large-Format Platforms IMAX, Screen X and 360 Degrees Circular Screen (PLF 플랫폼 아이맥스, 스크린 X, 360도 서큘러 스크린의 특징 비교 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.375-381
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    • 2017
  • The America film, Beauty and Beast has grossed over 4,273,401 after being released for 21 days. The growth of movie profit in the video market is also developing rapidly. In this paper, we will focus on the PLF(Premium Large-Format) video technology, because PLF video technology can help audience to enhance the sense of 'immersion' and enjoy a different visual feast. In PLF video technology, IMAX, screen X, 360 degrees circular screen are the most important formats. By comparative analysis of these 3 formats, the biggest difference is their number of screens and appearance. Based on the result we can understand the 3 kinds of PLF platforms better and help us to make a choice between them. In addition, further research about the manufacture method of PLF technology will be discussed.

Induction of Primary Male in Juvenile Red Spotted Grouper Epinephelus akaara by Immersion of $17{\alpha}$-Methyltestosterone

  • Lee, Chi-Hoon;Hur, Sang-Woo;Na, Oh-Soo;Baek, Hae-Ja;Noh, Choong-Hwan;Han, Sang-Hyun;Lee, Young-Don
    • Development and Reproduction
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    • v.18 no.3
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    • pp.127-131
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    • 2014
  • We investigated the androgenic effects of $17{\alpha}$-methyltestosterone (MT) on gonadal sex reversal in juvenile red spotted grouper Epinephelus akaara. The fish were immersed in $17{\alpha}$-MT at 1 and 5 mg/L. Treatment method of $17{\alpha}$-MT was once weekly for 4 and 8 weeks. Fish were sampled at 12 months after end of the treatment period in order to histological analysis. At the initiation of an experiment (70 day after hatching), juvenile red spotted grouper have the paired primordial gonads with somatic cells bellow kidney in the posterior portion of the body cavity. Formation of ovarian cavity indicates that the ovarian differentiation beginning at 70 DAH in red spotted grouper. At 12 months after end of the treatment period, control group, $17{\alpha}$-MT 1 mg/L treatment group for 4 and 8 weeks, and $17{\alpha}$-MT 5 mg/L treatment group for 4 weeks were all female. However, sex-changed males without ovarian cavity were observed in the $17{\alpha}$-MT 5 mg/L treatment group for 8 weeks. In grouper, we firstly reported that the red spotted grouper be able to induce the primary males by hormone treatment prior to gonadal sex differentiation.

The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.