• Title/Summary/Keyword: Realistic Experience

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Achieving the Naked-eye 3D Effect for Right-angled LED Screen by Off-line Rendering Production Method

  • Fu Linwei;Zhou Jiani;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.157-167
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    • 2023
  • As a new trend in the development of urban public spaces, the use of right-angle LED screens perfectly combines building facades with naked-eye 3D visual effects, providing designers with a brand-new creative platform. How to create a realistic naked-eye 3D effect on a right-angle LED screen and bring an immersive visual experience to the audience has become a question worth exploring. So far, production companies have yet to announce the relevant design ideas and complete production methods. In order to explore the production principle and production process of the naked-eye 3D effect of the right-angle LED screen, we summarize the basic production principle of the naked-eye 3D impact of the right-angle LED screen through case analysis. Based on understanding the production principle, the actual case production test was carried out, and a complete production process of the naked eye 3D visual effect of the right-angle led screen was tried to be provided by off-line rendering. For the problem of how to deal with image deformation, we provide two production methods: post-production software correction and UV mapping. Among them, the UV mapping method is more efficient and convenient. Referring to this paper can help designers quickly understand the production principle of the naked eye 3D effect of right-angle LED screens. The production process proposed in this paper can provide a reference for production method for related project producers.

The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.

A Study on MMIP Data Service providing additional Information of multiple Movie Information Programs (복수의 영화정보 프로그램의 부가정보를 제공하기 위한 MMIP 데이터서비스에 관한 연구)

  • Kwangil KO
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.119-127
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    • 2022
  • A movie information program has a positive effect on the viewer's intention to watch the movie by providing an indirect experience of the movie based on trust. In order to increase the effectiveness of a movie information program, a data service that provides the additional information on the movies introduced in a movie information program has been studied. However, since the study limited the data service to one movie information program, it was difficult to apply it to the actual environment of general cable broadcasting companies or satellite broadcasting companies that transmit multiple movie information programs. Therefore, this study expanded the existing research limited to one movie information program to provide additional information of several movie information programs. This study is meaningful in that it suggests a data service that can be operated in the realistic environment of a broadcaster that actually transmits several movie information programs.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

Korean Hair Style Trends and 3D Hair Modeling for Metaverse Content Creation Guidelines (메타버스 저작 가이드라인 제공을 위한 한국인 헤어스타일 트렌드와 3D헤어 모델링)

  • Chae-Rim Lee;Seongah Chin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.501-508
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    • 2023
  • This research endeavors to categorize a diverse range of hairstyles for both men and women in South Korea using hair images and subsequently generate 3D hair models based on this classification. The classification process relies on prominent visual features, resulting in the division of hairstyles into 14 distinct categories, including six styles for men and eight styles for women. By accurately matching the most appropriate hairstyle to the given hair image, the study aims to provide recommendations for the necessary hair models required for metaverse authoring tools, thus enabling realistic hair styling. This capability can be effectively utilized on platforms like metaverse, allowing users to seamlessly find and apply the 3D hair model that closely resembles their remotely captured or pre-existing hair images. Through this innovative approach, users can be presented with the most similar 3D hair model, enhancing their virtual hairstyling experience.

Effect of Employment Support Program on College Student's Grit and Employment Preparation Behavior (대학생들의 그릿과 취업준비행동에 취업지원 프로그램이 미치는 효과)

  • Minsun Song;Hunsik Jung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.89-96
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    • 2024
  • This study confirmed the effect of the employment support program on college students' grit and employment preparation behavior, and confirmed the post-program experience, change, and need for employment support. Data from a total of 39 people who participated in the employment support program were analyzed. The employment support program was conducted for 8 weeks starting August 29, 2022. A survey were conducted before and after the program, and interviews were conducted with 8 people afterwards. Descriptive statistics and t-test were used for data analysis, and interview content was analyzed. As a result of the study, the participants' employment preparation behavior significantly increased after the employment support program was implemented. Also, the employment support program helped prepare for realistic employment and set a direction, and improved confidence in employment. Therefore, expansion of employment support programs and customized employment support to improve college students' employment capabilities are necessary.

A Pattern Language for the Reactive Agent Framework (반응적 에이전트 프레임워크를 위한 패턴 언어)

  • 박성운;정재민;박수용
    • Journal of KIISE:Software and Applications
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    • v.31 no.3
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    • pp.317-331
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    • 2004
  • Recently software agent has been studied as a new abstraction unit of software engineering. The agent with autonomous, adaptability and cooperation attribute is accepted as a new abstraction unit especially in distributed systems, open systems, and complex systems. However, the progress of agent research has been slow and the realization of agent programming language seems to be far distant. Because the properties of agent are diverse, the opinions of researchers can not converge to one. In this situation, software agent framework is accepted more realistic alternative solution. However the knowledge for its development doesn't have been shared among developers. So they often have to make same errors. We will help sharing of knowledge and experience by using pattern language which has been used in object technology for long times. This paper proposes a reactive agent framework pattern language and validates it based on ATAM[l] The increase of such indirect experience can reduce the waste of resource by preventing the same try and error. So agent framework developers are able to concentrate on more essential issues. Finally quality of software agent framework will be increased.

The Experiences of Nursing Student's Introductory Clinical Practice (간호대학생의 임상입문실습 경험)

  • Kim, Hyun-Ju;Song, Hoo-Seung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.74-84
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    • 2020
  • This study was conducted to discover the meaning and the essential structure of the experiences of nursing students' introductory clinical practice. The participants were eight nursing students who had carried out the introductory clinical practice at a hospital. The data was collected from July 15 2019 to July 31, 2019 through focus group discussions and in-depth individual interviews using non-structured questionnaires. The data was analyzed by Colaizzi's phenomenological analysis methodology. The introductory clinical practice experienced by nursing students was categorized as followed: 'Feel worried and concern about expectations at the same time', 'Hospital experience as reality', 'Becoming accustomed to complexed emotion's, 'The first step of becoming a nurse', and 'Preparation for the future'. The five categories were expanded in the same context according to time. The essential structure of the clinical introductory practice experiences of the nursing students revealed by the study is that they begin to practice feeling worried and concerned about expectations, and concern about experience and adaption to various situations, emotions and preparation for the future. Based on the results obtained from this study, it is necessary to develop a realistic and effective education program before starting clinical practice.

A Qualitative Study on the Experience of Flexible work arrangements: Focusing on Double-Income Couples with Preschool Children (유연근무제 경험에 관한 질적연구: 미취학 자녀를 둔 맞벌이 부부 중심으로)

  • Kim, Kyurang
    • Journal of Family Resource Management and Policy Review
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    • v.25 no.4
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    • pp.1-14
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    • 2021
  • This study was conducted to examine the realistic problems of flexible work arrangements, which was a representative policy for work-family balance, based on a review of its effect and influence on double-income couples who were actual users of the system. In this study, an in-depth interview with three double-income couples, totaling 6 parents, with preschool children was conducted on the experience of their flexible work arrangements, and the purposes of the study were to figure out their experienced positive effectiveness and the problems with the difficulty of using the system and to look for their solutions. For the data analysis of the study, it was organized into three high categories and nine low ones by reviewing the entire data on the basis of the frame structured in the derived data through the interview and categorizing the subjects by area. The derived analysis results were changes in households, social and cultural perspectives, and demand for policy and social economic changes. This study is significant in the sense that the perspectives and voice of the actual users of flexible work arrangements have been reflected in the study, and in the future, we expect that it will provide justification and persuasive power for the improvement of flexible work arrangements and serve as basic data for establishing policy directions and support.

Analyzing Tasks in the Statistics Area of Korean and Singaporean Textbooks from the Perspective of Mathematical Modeling: Focusing on 7th Grade (수학적 모델링 관점에 따른 한국과 싱가포르의 통계영역 과제 분석: 중학교 1학년 교과서를 중심으로)

  • Kim, Somin
    • Journal of the Korean School Mathematics Society
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    • v.24 no.3
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    • pp.283-308
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    • 2021
  • This study aims to analyze statistical tasks in Korean and Singaporean textbooks with the mathematical modeling perspective and compare the learning contents and experiences of students from both countries. I analyzed mathematical modeling tasks in the textbooks based on five aspects: (1) the mathematical modeling process, (2) the data type, (3) the expression type, (4) the context, and (5) the mathematical activity. The results of this study show that Korean and Singaporean textbooks provide the highest percentage of the "working-with-mathematics" task, the highest percentage of the "matching task," and the highest percentage of the "picture" task. The real-world context and mathematical activities used in Korean and Singaporean textbooks differed in percentage. This study provides implications for the development of textbook tasks to support future mathematical modeling activities. This includes providing a balanced experience in mathematical modeling processes and presenting tasks in various forms of expression to raise students' cognitive level and expand the opportunity to experience meaningful mathematizing. In addition, it is necessary to present a contextually realistic task for students' interest in mathematical modeling activities or motivation for learning.