• Title/Summary/Keyword: Media Movement

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A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.33-46
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    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.

Analysis to Select Filter Media and The Treatment Effect of Non-point Pollution Source in Road Runoff

  • Lee, Tae Goo;Han, Young Hae
    • KIEAE Journal
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    • v.14 no.3
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    • pp.55-63
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    • 2014
  • This study selected and analyzed filter media that can be applied in non-point pollution reduction devices aimed at processing the source of pollution on site for road runoff that increases rapidly in rainfall-runoff in order to improve the water quality of urban areas. First, the factors that affect the quality of runoff caused by sources of non-point pollution include physical and social factors such as the usage of land around the area of water collection, type of pavement and movement of cars and people, as well as rainfall characteristics such as frequency, intensity, amount and duration of rainfall. Second, the purification tests of the filter media were processed for pH, BOD, COD and T-P, and the filter media showed to have initial purification effect at that items. However, the filter media showed to be very effective for the processing of SS, T-N, Zn and Cd from the beginning to the end. Third, for filter media, zeolite and vermiculite showed to be effective for processing SS, T-N, Zn and CD constantly, and composite filter media including zeolite showed to have strong processing effects. The authors conclude that this study can be applied to technical areas and policies aimed at reducing non-point pollution in urban areas and can also contribute to allowing eco-friendly management of rainfall as well as improvement of water quality.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

COMPUTATIONAL ANALYSIS ON DRYING OF POROUS MEDIA (다공성 매질의 건조 해석)

  • Lee, Ju-Seok;Lee, Chang-Hwan;Bae, Young-Min;Moon, Young-J.
    • 한국전산유체공학회:학술대회논문집
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    • 2009.11a
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    • pp.145-150
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    • 2009
  • In this study, characteristics of microwave and convective drying are studied by using a multiphase porous media model. Temperature and moisture profiles for hot-air convective heating and microwave heating of 1-D porous media with varying time and space are numerically investigated. This result shows the microwave drying method is more effective than the convective drying method. Comparing to convective drying, microwave drying can increase temperature and evaporation rate significantly since microwave generates internal heat and increases internal pressure, which results in moisture movement toward the surface on which moisture is vaporized.

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Digital Holographic Display System with Large Screen Based on Viewing Window Movement for 3D Video Service

  • Park, Minsik;Chae, Byung Gyu;Kim, Hyun-Eui;Hahn, Joonku;Kim, Hwi;Park, Cheong Hee;Moon, Kyungae;Kim, Jinwoong
    • ETRI Journal
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    • v.36 no.2
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    • pp.232-241
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    • 2014
  • A holographic display system with a 22-inch LCD panel is developed to provide a wide viewing angle and large holographic 3D image. It is realized by steering a narrow viewing window resulting from a very large pixel pitch compared to the wave length of the laser light. Point light sources and a lens array make it possible to arbitrarily control the position of the viewing window for a moving observer. The holographic display provides both eyes of the observer with a holographic 3D image using two vertically placed LCD panels and a beam splitter to support the holographic stereogram.

Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

A Research on Training Effect of EEG according to Repetitive Movement of a Hand (반복동작에 따른 EEG의 훈련 효과)

  • Kim, Young-Joo;Whang, Min-Cheol;Woo, Jin-Cheol
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.357-364
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    • 2008
  • This study is to find training effect on EEG(Electroencephalography) and EMG(electromyogram) evoked by repetitive movement of a hand. Five university students participated in this study and were asked to perform repetitive movement of right hand for 5 seconds with rest for 10 seconds. They repeated the movement for 48 minutes and for 5 days. EEG and EMG were measured according to every movement. Coherence between EEG and EMG and power spectrum of EEG were analyzed and were tried to observe their changes within a day and between days of the repetitive movement. Training effect according the time of the movement was significantly found in mu and beta frequencies in EEG. However, training effect was not significant between the days of the movement and also, not in coherence between EEG and EMG.

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Empathy Evaluation Method Using Micro-movement (인체 미동을 이용한 공감도 평가 방법)

  • Hwang, Sung Teac;Park, SangIn;Won, Myoung Ju;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.67-74
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    • 2017
  • The goal of this study is to present quantification method for empathy. The micro-movement technology (non-contact sensing method) was used to identify empathy level. Participants were first divided into two groups: Empathized and not empathized. Then, the upper body data of participants were collected utilizing web-cam when participants carried expression tasks. The data were analyzed and categorized into 0.5 Hz, 1 Hz, 3 Hz, 5 Hz, 15 Hz. The average movement, variation, and synchronization of the movement were then compared. The results showed a low average movement and variation in a group who empathized. Also, the participants, who empathized, synchronized their movement during the task. This indicates that the people concentrates with each other when empathy has been established and show different levels of movement. These findings suggest the possibility of empathy quantification using non-contact sensing method.

Contaminant transport through porous media: An overview of experimental and numerical studies

  • Patil, S.B.;Chore, H.S.
    • Advances in environmental research
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    • v.3 no.1
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    • pp.45-69
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    • 2014
  • The groundwater has been a major source of water supply throughout the ages. Around 50% of the rural as well as urban population in the developing countries like India depends on groundwater for drinking. The groundwater is also an important source in the agriculture and industrial sector. In many parts of the world, groundwater resources are under increasing threat from growing demands, wasteful use and contamination. A good planning and management practices are needed to face this challenge. A key to the management of groundwater is the ability to model the movement of fluids and contaminants in the subsurface environment. It is obvious that the contaminant source activities cannot be completely eliminated and perhaps our water bodies will continue to serve as receptors of vast quantities of waste. In such a scenario, the goal of water quality protection efforts must necessarily be the control and management of these sources to ensure that released pollutants will be sufficiently attenuated within the region of interest and the quality of water at points of withdrawal is not impaired. In order to understand the behaviour of contaminant transport through different types of media, several researchers are carrying out experimental investigations through laboratory and field studies. Many of them are working on the analytical and numerical studies to simulate the movement of contaminants in soil and groundwater of the contaminant transport. With the advent of high power computers especially, a numerical modelling has gained popularity and is indeed of particular relevance in this regard. This paper provides the state of the art of contaminant transport and reviews the allied research works carried out through experimental investigation or using the analytical solution and numerical method. The review involves the investigation in respect of both, saturated and unsaturated, porous media.