• Title/Summary/Keyword: Media player

Search Result 230, Processing Time 0.031 seconds

Correlations between Product Attributes and User Experiences in MP3 Player (휴대용 음원재생기에서 제품속성과 사용자 경험의 상관관계)

  • Park, Jeong-Soon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2010.04a
    • /
    • pp.538-541
    • /
    • 2010
  • 본 연구에서는 현재 시중에 판매되고 있는 네 가지 휴대용 음원재생기를 자극물로 사용하여 제품 속성에 있어서의 차이가 사용자 경험의 여러 요소에 영향을 주는지 여부(가설 1)와 사용자의 정서적 반응이 사용자가 인식한 제품 특성에 의해 영향을 받는지(가설 2) 그리고 제품에 대한 전체적인 판단이 사용자가 인식한 제품 특성과 감성적 반응에 따라 달라지는지(가설 3) 실험을 통해 조사하였다. 실험결과 기능적 특성과 유희적 특성에 대한 인식 정도는 실험 참가자가 사용한 제품에 따라 서로 다르게 나타났으며, 사용자의 정서적 반응과 전체적인 선호도 또한 평가 제품에 따라 서로 다르게 나타남으로서 제품 속성에 의해 영향을 받는 것으로 분석되었다. 이와 함께 사용자 경험을 구성하는 요소들 간의 상호관계도 테스트하였는데, 사용자의 정서적 반응이 주로 제품의 기능적 특성에 따라 달라지는 반면 사용자의 전체적인 판단은 제품의 기능적 특성과 유희적 특성 모두에 의해 영향을 받고 있는 것으로 나타났다. 또 분석결과에서 밝혀진 한 가지 흥미로운 사실은 사용자의 정서적 반응이 전체적인 판단에 아무런 역할도 하지 않는다는 점이다.

Design and Implementation of Free-view Player using OpenGL and Nvidia Video Codec (OpenGL과 Nvidia 영상코덱을 사용한 실시간 자유시점 재생기 설계 및 구현)

  • Gu, Dongjun;Ahn, Heejune
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.11a
    • /
    • pp.263-266
    • /
    • 2020
  • 사용자에게 본인이 원하는 시점과 시각을 선택할 수 있도록 하는 자유시점 (Free Viewpoint) MPEG-I 과제를 통하여 3DOF, 3DOF+, 6DOF의 표준을 개발 중이다. 실사 영상의 자유시점 영상을 구현하는 방법으로는 깊이정보를 사용한 렌더링 기법을 사용하는데, 이를 실시간 재생할 수 있는 시스템은 개발되지 않았다. 본 논문에서는 PC 사양에서 NVIDIA 영상 코덱과 OpenGL사용하는 rtRVSlibrary를 바탕으로, 최대 8개의 HD급 다중 뷰 영상 입력 (컬러+깊이)을 자유 시점을 실시간 생성하여 디스플레이하는 재생기를 설계 및 개발하였다. 사용자는 원하는 시점으로 상하좌우앞뒤(회전)로 자유롭게 이동할 수 있으며, 계산양과 화질 효율성을 고려하여 디코딩한 입력영상 중에 두 개의 시점을 선별하는 알고리즘을 개발하여 실시간 동작 (25fps)을 검증하였다.

  • PDF

Implementation and Performance Evaluation of a Point Cloud-based Volumetric Video Player (포인트 클라우드 기반의 볼류메트릭 비디오 플레이어 구현 및 성능평가)

  • Kim, A-Young;An, Eun-Bin;Seo, Kwang-Deok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2022.06a
    • /
    • pp.1245-1248
    • /
    • 2022
  • 본 논문에서는 사용자가 보다 간편하게 볼류메트릭 비디오를 소비할 수 있도록 볼류메트릭 비디오 기본 플레이어를 구현하고, 구현한 플레이어에 대하여 성능평가를 진행한다. 본 논문에서 구현한 볼류메트릭 비디오 플레이어는 Draco 와 V-PCC 를 복호화기로 지원하며, 압축 전의 포인트 클라우드 데이터와 Draco 와 V-PCC 로 압축한 비트스트림에 대하여 성능 평가를 진행하였다. 플레이어의 성능을 평가한 결과를 통해 초기 충분한 량의 프레임을 버퍼에 확보할 만큼의 초기 지연시간을 설정하지 않는 이상, 볼류메트릭 비디오를 30fps 이상으로 소비하기에는 어려움이 있음을 확인하였다. 이를 토대로 현재 볼류메트릭 비디오 재생을 위한 기술적 한계를 살펴보고, 볼류메트릭 비디오 플레이어의 성능 향상을 위한 향후 연구개발 방향에 대하여 논의한다.

  • PDF

European Creator Economy's Web3.0 Business Model Case Study

  • Song, Minzheong
    • International journal of advanced smart convergence
    • /
    • v.13 no.1
    • /
    • pp.57-68
    • /
    • 2024
  • In this paper, we are interested in how creator economy startups allowing creators to make money from doing that they love. So, we look at European creator economy startups among Web3.0 business model landscape surveyed in 2022, because the US is home of Web2.0 giant platforms like YouTube. Totally seventeen European startups are investigated, and the theoretical logic is the disruptive innovation. We firstly review the survey published in 2022 and utilize the theory of the disruptive innovation to design the research framework including questions with each type of the disruptive innovation. In this paper, we firstly show, Kalao and Gem as NFT ecosystem platforms aim at service convenience. Secondly, Talkbase, Passionfroot, Bildr, Customuse, and Earnr aim at providing creator tools for under-skilled customers. Lastly, when it comes direct monetization with a decentralized business model, CrowdPad, Admix, GOALS, Realm, Dropstar, Pianity, Sonomo, Stage11, Miiji, and ReadyPlayerMe are representative. Despite the relatively small data size, the results are meaningful as they contribute to a more profound comprehension of the Web3.0 business models and offer guidance for future research directions.

Generation of Spatial Adjacency Map and Contents File Format for Ultra Wide Viewing Service (울트라 와이드 뷰잉 서비스를 위한 공간 유사도 맵 생성 및 울트라 와이드 뷰잉 콘텐츠 저장 방법)

  • Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.22 no.4
    • /
    • pp.473-483
    • /
    • 2017
  • Since the advent of 3D and UHD contents, demand for high-quality panoramic images has been increasing. The UWV(Ultra-Wide Viewing) service uses a wider viewing angle than conventional panoramas to provide a lively experience for users and enhance their understanding of the event. In this paper, we propose a spatial adjacency map generation method and an UWV file storage format technology to provide UWV service. The spatial adjacency map measures the similarity between images and generate the position information of the images based on similarity. And the stitching time of the image can be shortened through the generated position information. Through the spatial adjacency map, we generate the large screen content quickly. The UWV file format which is based on ISOBMFF process spatial adjacency map and videos and support random access. In this paper, we design the UWV player to verify the spatial adjacency map and UWV file format and show the result of experiments.

Illuminance Distribution Analysis by Lighting Tower Position of o Soccer Stadium (축구 경기장의 조명타워 위치에 따른 조도분포 해석)

  • 김길영;최홍규;최병숙
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.18 no.1
    • /
    • pp.1-8
    • /
    • 2004
  • Nowadays the soccer becomes one of the best spot lighting sports in the world Especially the 2002 Korea-Japan World Cup was deeply impressed on all the korean. One goal of illuminating engineering should be the design of lighting system that can provide consistently high task visibility regardless of where a task might be located within a working space. The television broadcasting on the soccer has been an important role in the media. The standard of FIFA(The Federation Internationale do Football Association) requires recommended illuminance levels for artificial lighting for a player, an audience, TV broadcasting, as well as everybody in the stadium. This paper has proposed an algerian to select the suboptimal lighting tower position for watching and TV broadcasting a soccer game within a pleasant environment and an optimum illuminance distribution. The position using the software Philip's Calculux was chosen based an the calculations of a horizontal illuminance, vertical illuminance, uniformity, glare, and so on by changing lighting tower positions.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.3-11
    • /
    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.1
    • /
    • pp.75-81
    • /
    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

The Comparative Study on the Supplement Use Habits of Korean Professional Soccer Players and Non-Athletic Males (일부 프로 축구선수들과 성인 남성의 건강보조제 섭취 실태에 관한 비교 연구)

  • Kim, Hye-Kyeong;Kim, Kyung-Min;Kim, Chan;Kim, Jun-Ho;Kim, Chul-Hyun;Kwon, Jong-Sook
    • Korean Journal of Community Nutrition
    • /
    • v.12 no.6
    • /
    • pp.854-863
    • /
    • 2007
  • This study was performed to compare nutritional supplementation habits for Korean professional soccer players with those for the non-athletic male adults. Information about prevalence and kinds of supplements taken, information sources, nutrition knowledge were collected. Data were obtained from 53 football players working for Korean professional football clubs and 44 non-athletic males, who answered a list of questionnaires which had been prepared in advance. The prevalence of supplement use in the soccer player group (96%) was strikingly higher than in the nonathletic male group (34%). Vitamins were taken most frequently, followed by red ginseng, multivitamin, Chinese medicine and amino acids supplements in the soccer player group, with each player taking 2.96 kinds of supplements in average. Multivitamin was the most popular supplement in the non-athletic male group. The major reason for taking supplements was not to feel and recover from fatigue in both groups. It appeared that the non-athletic males started to use supplements mostly by recommendation of friends or colleagues. Meanwhile, soccer players took supplements on their needs, with half of them (50.1%) provided with nutrition information. The most important information source was coaches for soccer players group, and mass media for the non-athletic male group. The average scores of soccer players group on basic nutrition and athletic nutrition were lower than the respective values of the non-athletic males. Among the soccer players, 68% had taken more than 3 kinds of supplements during the last year; nonetheless, more than half could not perceive the effectiveness of the supplements. Our results show that supplementation practices were widespread in soccer players, and suggest that nutrition education for proper use of supplements and overall health care is needed for soccer players.

An Action Information Management Method for Creating Adaptive NPC (적응형 NPC를 생성하는 행동 정보 관리 기법)

  • Kim, Na-Ra;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.8 no.1
    • /
    • pp.103-113
    • /
    • 2008
  • Although people have had more opportunities to enjoy various types of game, most of players have felt less satisfaction with the games. This is the reason that since most Non-player Characters (NPCs) are simple and uniform, they have some limitations for competing with a variety of players. Thus, technologies for creating intelligent NPCs that can compete with each player at a similar level are required. In this paper, we present an action information management method for creating adaptive NPCs based on the algorithm for calculating their action efficiency. This algorithm is useful to the adaptation method for saving and controlling player-appropriate action. In our method, adaptive NPCs observe the actions of players and collect the relationship data between status and action. The efficiency value of the action data is calculated and data of similar status are grouped, and finally stored at the action database. The game system of NPC updates the action database and stores diverse actions. Then, NPC selects action with high efficiency value. We have tested our algorithm on an action game. A random test subject performed a one-on-one game against an adaptive NPC in real-time. As a result, the action dispositions of both the subject and NPC are analyzed in a log file to determine whether or not the disposition of the subject is similar to that of the NPC. The statistics of the diverse test results shows that NPCs become adaptive to players with error rate within less than 6%.

  • PDF