• Title/Summary/Keyword: Viewing Degree of Korean Contents

Search Result 9, Processing Time 0.033 seconds

The Influence of Chinese People's Viewing Degree of Korean Contents on Sustainability of 'Korean Wave' with the Multiple Mediation Effects of Liking for Korean Wave and Receptiveness to Foreign Cultural Inflow (중국인의 한국 드라마 시청정도가 한류 지속 가능성에 미치는 영향과 한류호감도와 문화유입 수용성의 다중매개효과)

  • Lee, Hee-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.10
    • /
    • pp.514-526
    • /
    • 2014
  • The predominant concern of the study consist of: (1) whether Chinese young people think Korean Wave would lasts; (2) the direct effect of viewing degree of Korean contents on the sustainability of Korean Wave; (3) the mediation effect of liking for Korean Wave and receptiveness to foreign cultural inflow on that sustainability; (4) the moderating effect of sense of rivalry between Korean and China. The research is based on a survey conducted with 371 chinese people between high teen and early 30's, located in Guilin of Guangxi and Zhengzhou of Henan in China. The notable findings are as follow: While the group with strong rivalry does not have a direct effect of viewing degree on the sustainability for Korean Wave, the group with weak rivalrous sense and higher viewing degree of Korean contents predict shorter sustainability of Korean Wave, therefore, the moderating effect of sense of rivalry between Korea and China is significant .Next, liking for Korean Wave shows a full mediating effect among Chinese with weak rivalry and a partial mediating effect among them with strong rivalry. The mediating effect of receptiveness to foreign cultural inflow is non-significant.

Recent progress on three-dimensional image capture and display using integral imaging

  • Park, Jae-Hyeung;Kim, Nam
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2009.10a
    • /
    • pp.1250-1253
    • /
    • 2009
  • Integral imaging provides an efficient way to display three-dimensional images with high degree of viewing freedom. Pickup process of integral imaging can also be utilized to acquire three-dimensional contents for displays. This paper introduces basic principle and recent progress of integral imaging technique.

  • PDF

Effects of Attribution in Broadcasting Contents for the Satisfaction of Overseas Korean Broadcasting Stations : Focusing on Population Difference According to Ratio of Viewing Time (방송콘텐츠의 서비스속성이 해외 한국어방송사에 대한 만족도에 미치는 영향 : 시청시간 비율 차이 분석을 중심으로)

  • Moon, Joon-Seo;Park, Ki-Sung;Song, Chong-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.10
    • /
    • pp.108-114
    • /
    • 2011
  • The purpose of this research is to seek for improvements in the services provided by the Korean broadcasting services overseas that face stagnation in the industry. Therefore, the research bases its observation on analyzation of the influences the principal attributes of the broadcasting service contents has on the satisfaction of the overseas Korean viewers. This research classifies broadcasting services into three categories; degree of completion, effectiveness, and public interest. It further established such elements and the internal and external cognitive factors of broadcasting company as factors of direct influence on the level of satisfaction. This study suggests practical alternatives as solution through comparative analysis between the group with low viewer rating and the group with high viewer rating in accordance to the above mentioned research framework.

Criterion Suggestion on Relative Disparity, Viewing Distance and Viewing Angle to Minimize 3D Visual Fatigue for Pattern-Retarded Type 3D Display (편광식 3D 디스플레이를 위한 상대적 시차, 시청 거리, 시청 방위에서의 시각피로 최소화 기준 제안)

  • Park, Jong-Jin;Kim, Shinwoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
    • /
    • v.19 no.1
    • /
    • pp.61-70
    • /
    • 2016
  • 3D visual fatigue is known as one of the most important factors that interfere the commercial success of 3D contents. Vergence-accommodation conflict, which is known to occur when an observer watches an image containing binocular disparity presented on a 3D display, has been suggested as a major cause of 3D visual fatigue. This implies that any image incorporating binocular disparity might cause 3D visual fatigue. In order to reduce 3D visual fatigue, it would be necessary to consider indirect ways of reducing 3D visual fatigue as well as eliminating the direct causes of 3D visual fatigue. We have examined the effect of the variables that are expected to affect subjective 3D visual fatigue and these variables included the relative disparity contained in an image, viewing distance and viewing angle. We have also figured out the proper levels of the variables required to minimize 3D visual fatigue. The results indicate that observers began to report significant 3D visual fatigue when the crossed disparity contained in an image exceeded 7.22' and the vertical viewing angle was larger than 15 degree.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.10
    • /
    • pp.147-153
    • /
    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Large-view-volume Multi-view Ball-lens Display using Optical Module Array (광학 모듈 어레이를 이용한 넓은 시야 부피의 다시점 볼 렌즈 디스플레이)

  • Gunhee Lee;Daerak Heo;Jeonghyuk Park;Minwoo Jung;Joonku Hahn
    • Journal of Broadcast Engineering
    • /
    • v.28 no.1
    • /
    • pp.79-89
    • /
    • 2023
  • A multi-view display is regarded as the most practical technology to provide a three-dimensional effect to a viewer because it can provide an appropriate viewpoint according to the observer's position. But, most multi-view displays with flat shapes have a disadvantage in that a viewer watches 3D images only within a limited front viewing angle. In this paper, we proposed a spherical display using a ball lens with spherical symmetry that provides perfect parallax by extending the viewing zone to 360 degrees. In the proposed system, each projection lens is designed to be packaged into a small modular array, and the module array is arranged in a spherical shape around a ball lens to provide vertical and horizontal parallax. Through the applied optical module, the image is formed in the center of the ball lens, and 3D contents are clearly imaged with the size of about 0.65 times the diameter of the ball lens when the viewer watches them within the viewing window. Therefore, the feasibility of a 360-degree full parallax display that overcomes the spherical aberration of a ball lens and provides a wide field of view is confirmed experimentally.

A Study on the Spatial Configuration and Characteristics of Visitors' Movement in Science Museum(I) (과학계 박물관의 전시공간구성과 관람객 움직임의 특성(I))

  • Lim, Che-Zinn;Choo, Sung-Won;Park, Moo-Ho
    • Korean Institute of Interior Design Journal
    • /
    • v.20 no.3
    • /
    • pp.206-214
    • /
    • 2011
  • The premise of this study is that an ultimate objective in planning an exhibition space is visitors' experiences created by a result of their first-hand experiences and responses within an exhibition space, and this result can be recognized in the visitors' movement. Thus, the exhibition layout that can directly affects viewers' main line of flow and movement patterns was examined vis--vis a mutually complementary relation in a triangular composition with the structure of exhibition space and the exhibition contents. This study, with the subjects of standing exhibit halls of Gwacheon National Science Museum, Daejeon National Science Museum, and Tokyo National Museum of Emerging Science and Innovation, analyzed 'the correlation between the configuration of the exhibition area and the visitors' movement. The targeted subjects were analyzed from the perspectives of type of architectural space and organization of the exhibition method, and the purpose of this study was to find a spatial evidence to predict the spectator movement formed within the exhibition halls of science museums. The main indicators used are: Based on the investigation/analysis as described above, the following conclusion could be drawn. Diversity of exhibition environment and spectator movement: besides the two big categories of the types of architectural space and types of exhibition method, the construction of vertical circulation and size and shape of the exhibition space, distribution characteristics of exhibition medium, organization of symbolic space and such other diverse organizations and combinations of exhibition environment are implied to have the capability to alter the scope and degree of predicting spectator movement. As an example, the types of architectural space comprising the wide-area viewing circulation was found to be able to change the system of planar circulation according to the composition of vertical circulation. Along with this, it was implied that the format of architectural space influences the form of the exhibition space, and may also act as a factor directly influencing the diversity and arrangement of the exhibition methods. That is, the spatial elements comprising the exhibition environment acts inter-complexly, and exhibits characteristics of limiting or controlling spectator movement.

No-reference Image Blur Assessment Based on Multi-scale Spatial Local Features

  • Sun, Chenchen;Cui, Ziguan;Gan, Zongliang;Liu, Feng
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.14 no.10
    • /
    • pp.4060-4079
    • /
    • 2020
  • Blur is an important type of image distortion. How to evaluate the quality of blurred image accurately and efficiently is a research hotspot in the field of image processing in recent years. Inspired by the multi-scale perceptual characteristics of the human visual system (HVS), this paper presents a no-reference image blur/sharpness assessment method based on multi-scale local features in the spatial domain. First, considering various content has different sensitivity to blur distortion, the image is divided into smooth, edge, and texture regions in blocks. Then, the Gaussian scale space of the image is constructed, and the categorized contrast features between the original image and the Gaussian scale space images are calculated to express the blur degree of different image contents. To simulate the impact of viewing distance on blur distortion, the distribution characteristics of local maximum gradient of multi-resolution images were also calculated in the spatial domain. Finally, the image blur assessment model is obtained by fusing all features and learning the mapping from features to quality scores by support vector regression (SVR). Performance of the proposed method is evaluated on four synthetically blurred databases and one real blurred database. The experimental results demonstrate that our method can produce quality scores more consistent with subjective evaluations than other methods, especially for real burred images.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
    • /
    • v.26 no.5
    • /
    • pp.500-507
    • /
    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.