• Title/Summary/Keyword: View Synthesis Technology

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A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration (가상협업을 위한 프로세스 모형)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

Synthesis and Luminescent Properties of Y(As, Nb, P, V)O4:Eu3+ Red Phosphors by Combinatorial Chemistry Method (조합화학을 이용한 Y(As, Nb, P, V)O4:Eu3+ 적색형광체의 합성 및 광 특성 분석)

  • Jeon, Il Un;Son, Gi Seon;Park, Hui Dong;Ryu, Seung Gon
    • Journal of the Korean Chemical Society
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    • v.45 no.6
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    • pp.577-588
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    • 2001
  • Eu doped YRO$_4$ (R=As, Nb, P, V) red phosphors were prepared by the combinatorial chemistry method. The quaternary material library of tetrahedron-type composition array was designed to investigate the luminescence of the host material under UV and VUV excitations (254, 147 nm). The photoluminescent characteristics of the samples were comparable to the commercially available red phosphors such as (Y, Gd)BO$_3$: $Eu^{3+}$ and Y$_2$O$_3$: In view of the luminescence yield, V rich region was found to be optimum under UV excitation. But the results under VUV excitation were different from those of UV excitation, the samples of the composition containing a large amount of P shows the highest luminescence. Especially, higher luminescence was obtained in $Y_{0.9}$(A$S_{0.06}$N$B_{0.06}P_{0.83}V_{0.06}$) O$_4$: $Eu_{0.1}$ phosphors than commercial (Y, Gd)BO$_3$red phosphors under 147 nm excitation.

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A Meta-Analysis on the Behavioral Intention for Information Technology Based on the Theory of Planned Behavior: Focusing on the Related Research in Korea (계획된 행동이론을 적용한 정보기술의 행위의도에 관한 메타분석: 우리나라 학회지에 게재된 관련연구 중심으로)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.233-236
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    • 2013
  • A Meta-analysis is a statistical literature synthesis method that provides the opportunity to view the research context by combining and analyzing the quantitative results of many empirical studies. The theory of planned behavior (TPB) has been the subjects of a great deal fields and now also has been continuously studied. Recently, the information communication and information systems fields are the biggest issue. At this point, we conducted a Meta-analysis research on the behavioral intention of information technology based on The theory of planned behavior. This study was targeted a total of 36 research papers that are setting up the causal relationship in The theory of planned behavior among the research papers published in domestic academic journals before 2013. The result of the Meta-analysis, showed that the effect size was 0.571 in the path from attitude toward behavior to behavioral Intention, it showed that the effect size was 0.381 in the path from subjective norm to behavioral Intention. And, it showed that the effect size was 0.481 in the path from perceived behavioral control to behavioral Intention. Also, it showed that the effect size was 0.421 in the path from behavioral Intention to behavior. Based on the results, it was discussed the difference through comparative analysis with previous research.

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Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.