• Title/Summary/Keyword: Realistic Experience

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Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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Research on the Cognition and Education of Safety for Children (아동의 안전에 관한 인식과 교육 실태 조사 연구)

  • 이한용;우종웅;김일영
    • Korean Journal of Health Education and Promotion
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    • v.18 no.3
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    • pp.59-75
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    • 2001
  • It is necessary to examine from primary school children's viewpoint to perception of safety as to how they cope with a condition threatening safety at the realistic world with risky environment and whether knowledge obtained through education is transmitted to action in a correct way. For this, this study explored and analyzed children's perspective to safety felt in life, their achievement of education to safety as trainees, and their perception extent to safety. As a result of it, following conclusion could be obtained. First, as for safety on their way to school and home, the lower grade they were, the more they felt safe, but the higher they were, the more they felt uneasy, which was examined that they generally had uncomfortable mind. Second, as for whether safety education was performed or not, it was indicated that safety education was generally executed, but lower graders responded that safety education was executed, but high graders responded that it was not executed. Third, as for observance of traffic rules, it was examined lower graders kept them well, but higher graders did not do so. Fourth, as for safety of play, it was indicated lower graders wore protective equipment by parents' concern, but higher graders did not wear them since they were full of confidence counting on their capability. Fifth, as for life safety, it was indicated the area most preferentially educated from parents' viewpoint was traffic safety, and the next ones were gas and fire safety. Sixth, as for fire safety, it was indicated they did not play with fire, but higher graders compared to lower ones, played with fire as the means of curiosity and play. Thus, curricula for children's safety education executed from adults' viewpoint should be established, and assessment of children's safety education should get out of the limitation of execution of safety education to habituated action by the transmission of children's knowledge. Also it is urgent to develop programs with which to perform children;'s education at the level of children, establish and operate safety education facilities for practice education that teachers and children can receive safety education through experience by building up children's safety education related entities. And it is thought that safety should not left to only children, but their safety would be kept by developing and training safety education programs to all organizations and individuals related to safety.

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3D Displays: Development and Validation of Prediction Function of Object Size Perception as a Function of Depth (3D 디스플레이: 깊이에 따른 대상의 크기지각 예측함수 개발 및 타당화)

  • Shin, Yoon-Ho;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.400-410
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    • 2012
  • In recent years, 3D displays are used in many media including 3D movies, TV, mobile phones, and PC games. Although 3D displays provide realistic viewing experience as compared with 2D displays, they also carry issues such as visual fatigue or size distortion. Focusing on the latter, we developed prediction function of object size perception as a function of object depth in 3D display. In Experiment 1, subjects observed 3D square of a fixed size of varying depth, and manipulated 2D square to make it as large as the 3D square. Conversely, in Experiment 2, subjects observed 2D square of a fixed size, and manipulated 3D square of varying depth to make it as large as the 2D square. In both Experiments 1 and 2, we found that size perception of 3D square linearly changed depending on depth of the square, and the linear relationship between depth and size was identical in both experiments. The predictive regression function, which predicts object size perception based on object depth, obtained in this research will be very useful in the creation of 3D media contents.

Multi-view Video Coding using View Interpolation (영상 보간을 이용한 다시점 비디오 부호화 방법)

  • Lee, Cheon;Oh, Kwan-Jung;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.128-136
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    • 2007
  • Since the multi-view video is a set of video sequences captured by multiple array cameras for the same three-dimensional scene, it can provide multiple viewpoint images using geometrical manipulation and intermediate view generation. Although multi-view video allows us to experience more realistic feeling with a wide range of images, the amount of data to be processed increases in proportion to the number of cameras. Therefore, we need to develop efficient coding methods. One of the possible approaches to multi-view video coding is to generate an intermediate image using view interpolation method and to use the interpolated image as an additional reference frame. The previous view interpolation method for multi-view video coding employs fixed size block matching over the pre-determined disparity search range. However, if the disparity search range is not proper, disparity error may occur. In this paper, we propose an efficient view interpolation method using initial disparity estimation, variable block-based estimation, and pixel-level estimation using adjusted search ranges. In addition, we propose a multi-view video coding method based on H.264/AVC to exploit the intermediate image. Intermediate images have been improved about $1{\sim}4dB$ using the proposed method compared to the previous view interpolation method, and the coding efficiency have been improved about 0.5 dB compared to the reference model.

Study on the Trend of Domestic and International Research about Convergence in Korean Medicine (한의학 융합 연구와 관련된 국내외 연구 동향 고찰)

  • Park, Hye Lim;Hong, Min-na;Cho, Jae Hyun;Choi, Jun Yong;Kim, Nam Kwen;Park, Jae Min;Park, Jin Soo;Lee, Dong Woo;Baek, Kyu Hwan;Lee, In
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.29 no.4
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    • pp.313-321
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    • 2015
  • The purpose of this study is to analyze differences between domestic and international research about convergence in Korean medicine (KM) and to find plans to facilitate further convergence. Articles published from 1995 to 2015 were searched on domestic database, NDSL and international database, PUBMED using the keyword concerning to five subjects (device, treatment, education, drug, effect and mechanism). Two authors checked independently searched articles to decide inclusion on the analysis and the stage of convergence, and made a conclusion through discussion. 58 and 27 articles were included in domestic and international research respectively on five subjects mentioned above. Articles in treatment and effect and mechanism were the most in domestic (62%) and international research (37%) individually. On the stage of convergence (It is divided by the degree of mixing between resource, experience, and theory of KM and other fields of study), most of articles were included in the first and second stage in domestic (62%) and international research (85%) respectively. Domestic and international research had different characteristics on the main subjects as well as the stage of convergence. It is needed that more active research and realistic application to facilitate further convergence.

Design of Contact Scheduling System(CSS) for Customer Retention (고객유지를 위한 접촉스케줄링시스템의 설계)

  • Lee, Jee-Sik;Cho, You-Jung
    • Journal of Intelligence and Information Systems
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    • v.11 no.3
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    • pp.83-101
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    • 2005
  • Customer retention is one of the major issues in life insurance industry, in which competition is increasingly fierce. There are many things for the life insurers to do many things to retain the customers. One of those things is to make sure to keep in touch with all customers. When an insurance-planner resigned, his/her customers must be taken care of by some planner-assistants. This article outlines the design of Contact Scheduling System (CSS) that supports planner-assistants for contacting the customers. Planner-assistants are unable to share the resigned insurance-planner's experience and knowledge regarding the customer relationship management. The CSS developed by employing both Classification And Regression Tree (CART) technique and Sequential Pattern Mining (SPM) technique has a two-stage process. In the first stage, it segments the customers into eight groups by CART model. Then it generates contact scheduling information consisting of contact-purpose, contact-interval and contact-channel, according to the segment's typical contact pattern. Contact-purpose is derived by schedule-driven, event-driven, or business-rule-driven. Schedule-driven contact is determined by SPM model. In the operation of CSS in a realistic situation, it shows a practicality in supporting planner-assistants to keep in touch with the customers efficiently and effectively.

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A Study on Suitability of Training Facilities and Equipment used on Seafarer's Sea Survival Training (선원 해상생존교육 실습시설 및 장비의 적정성에 관한 연구)

  • Lee, Jin-Woo;Kim, E-Wan;Lee, Chang-Hee;Lee, Young-Ho
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.23 no.5
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    • pp.473-481
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    • 2017
  • Seafarer sea survival training, such as basic safety refresher training and advanced safety refresher training, in accordance with the STCW Convention, is an indispensable program that can increase the crew survival rate during emergency situations at sea. It is important for crew members to carry out theoretical and practical training with various safety equipment in order to effectively train according to IMO model courses. Therefore, this study suggests the following measures to improve safety training facilities for seafarers by reviewing survival training requirements based on the IMO model course and comparing and analyzing related facilities based on operating cases from domestic and overseas training institutes. First, it is necessary to establish a training environment where seafarers can practice utilizing various, updated safety equipment such as marine evacuation equipment (slides, chutes, etc.). Second, it is necessary to construct an educational environment in which learners can directly or indirectly experience realistic emergency situations by installing marine environment simulation facilities with such equipment as a wave generator, rain fall device, wind generating device, etc. Third, it is also necessary to develop and expand customized training using virtual reality equipment in addition to experiential training, audiovisual training and simulation training.

Awareness of Reality and Tradition in Oh Yun's Theory of Arts during His Final Period(1984~86) - Review on the Text of "Expansion of Artistic Imagination and World" (오윤의 말기(1984~86) 예술론에서의 현실과 전통 인식 - "미술적 상상력과 세계의 확대"에 대한 텍스트 검토)

  • Park, Ca-Rey
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.101-121
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    • 2008
  • An artist, Oh Yun(1946~86)'s theory of people's art during his final period is summed up in his essay 'Expansion of Artistic Imagination and World' (1985). Emphasizing the mystic and traditional characteristics of Oh Yun's artistic oeuvre during his final period, some critics focus on Oh Yun's experience of medical treatment and shamanistic custom at Jin Do island, and his belief in Jeung San Do, the dao of Jeung-san, the Ruler of the Universe. However, they forget the practical intention and implication of his theory of art during his final period, which aimed to overcome the contradiction of revelation itself. Oh Yun's essay criticized the loss of artistic imagination and the ignorance of traditional culture that resulted from the elevation of science to a religion, and insisted that the stereotyped idealism, scientism and elitism in art should be overcome in order to recover the full reality in realism and to continue traditional cultures. The essay is comprised of 18 paragraphs. Oh Yun criticized monochromatic art, conceptual art, hyper-realistic art, objet d'art, and neo-dadaist art, saying that they were simply mechanical forms of modern art derived from scientism and a fetishistic lens culture. In addition, he criticized naturalism in art, which had continued as a tendency in the development of western art, for the same reason. He pointed out that even the world of realism had been diminished by elite stereotypes and diagrams. He declared the need to overcome the imitation of shells or stereotyped propaganda, and recover full realism, which seems to have started with a reflective examination of current problems in 'Reality and Utterance', in which he participated. Especially, he thought that universality and the extension of full realism could be achieved by building on the views of traditional cultures, which is meaningful. This logic is same as the theory of epic theatre that Bertolt Brecht(1898~1956) has developed under the ancient Greek masque and Pieter Bruegel the Elder(1525~69)'s story-like picture style. The universality of realism and the extension of acquisition to include incantation art, rather than move toward incantation art, is what Oh Yun intended to propose in 'Artistic Imagination'. This attitude is same as Bertoh Brecht's aesthetic viewpoint in the 1930s. But regrettably, Oh Yun's style wording, which seems covert and far-sighted, is often misunderstood as 'mysticism'. In the flow of people's art in the 1980s, Oh Yun was a traditionalist in a narrow sense, and an realist in a broad sense. However, his critical mind, which comprehends tradition and reality, was attempting to expand universality and extend full realism, and this attempt found many sympathizers and had an influence on the next generation of people's artists, such as "Levee" which is field-centered, to which we should pay attention. This means that while their works thought about 'tradition', we should be careful not to connect them with 'aesthetic conservatism' or 'classical art'. This is the why the meaning of Oh Yun's theory of art during his final period should be closely examined again.

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Design and Implementation of Static Program Analyzer Finding All Buffer Overrun Errors in C Programs (C 프로그램의 버퍼 오버런(buffer overrun) 오류를 찾아 주는 정적 분석기의 설계와 구현)

  • Yi Kwang-Keun;Kim Jae-Whang;Jung Yung-Bum
    • Journal of KIISE:Software and Applications
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    • v.33 no.5
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    • pp.508-524
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    • 2006
  • We present our experience of combining, in a realistic setting, a static analyzer with a statistical analysis. This combination is in order to reduce the inevitable false alarms from a domain-unaware static analyzer. Our analyzer named Airac(Array Index Range Analyzer for C) collects all the true buffer-overrun points in ANSI C programs. The soundness is maintained, and the analysis' cost-accuracy improvement is achieved by techniques that static analysis community has long accumulated. For still inevitable false alarms (e.g. Airac raised 970 buffer-overrun alarms in commercial C programs of 5.3 million lines and 737 among the 970 alarms were false), which are always apt for particular C programs, we use a statistical post analysis. The statistical analysis, given the analysis results (alarms), sifts out probable false alarms and prioritizes true alarms. It estimates the probability of each alarm being true. The probabilities are used in two ways: 1) only the alarms that have true-alarm probabilities higher than a threshold are reported to the user; 2) the alarms are sorted by the probability before reporting, so that the user can check highly probable errors first. In our experiments with Linux kernel sources, if we set the risk of missing true error is about 3 times greater than false alarming, 74.83% of false alarms could be filtered; only 15.17% of false alarms were mixed up until the user observes 50% of the true alarms.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.