• Title/Summary/Keyword: Viewing Evaluation

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The Case Study of Foreign Scenery Inventory Map and the Applicability of Domestic - focused on macro inventory map - (자연경관 경관도의 국외사례 및 국내 적용가능성 연구 - 거시적 경관관리도를 중심으로 -)

  • Joo, Shin-Ha;Lee, Song-Hee
    • Journal of Korean Society of Rural Planning
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    • v.17 no.3
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    • pp.103-111
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    • 2011
  • The purpose of this study is to review foreign scenic inventory map for the systematic management of natural scenic resources. Several foreign cases were surveyed and analyzed to apply the scenery inventory map in domestic, such as Visual Resource Management(VRM) from United States Bureau of Land Management, Scenery Management System(SMS) from USDA Forest Service and Visual Landscape Inventory(VLI) from British Columbia Ministry of Forest's, that were already established scenery inventory maps. The results are as follows. First, the characteristic of Korean landscape is quite a different from those of north american's, which is much smaller and more complex in topography and land use. So, it would be difficult to apply foreign system directly and we need more researches to our own system. The multi-stepped landscape unit system is highly recommended. Second, scenic quality could be estimated by the pre-built database, such as land forms, vegetation, hydrology and land uses. Historical and cultural attributes should be complemented. Third, existing scenic integrity could be grasped by scenic damage, landscape alteration caused by human activities and land exfoliation. Also, subjective evaluation method should be supplemented by objective criteria through further detailed studies. Finally, about landscape view conditions, landscape control points should be surveyed and established in advance, and viewing distance, viewing frequency, amount of observers and public interests should be considered.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Evaluation of the Landscape Attraction of Seonunsan Provinlcial Park (선운산도립공원의 경관매력도 평가)

  • Rho, Jae-Hyun;Hu, Jun;Kim, Young-Suk
    • Journal of Environmental Science International
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    • v.11 no.6
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    • pp.471-482
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    • 2002
  • The purpose of this study is in identifying the attraction degree of Seonunsan Provincial Park by quantitative analysis. For this, landscape slide test was performed by questionaries. And multiple regression analysis and Factor analysis were performed far identifying the attraction degree of users. The attraction degree of natural resources was evaluated by questionaries about the landscape scene of 120 slides which was pictured at the chief visual corridor So it is considered that tourism route far attracting people into natural characteristic resources should be developed. It is identified once again that factors of $\boxdr$Naturalness$\boxul$,$\boxdr$Uniqueness$\boxul$and $\boxdr$Mysteriousness$\boxul$are important in natural landscape. And 16 explanation variables which explain the attraction degree of viewing landscape were classified as 4 factors. Those were defined as $\boxdr$Ability (FⅠ)$\boxul$, $\boxdr$Season harmony (FII)$\boxul$,$\boxdr$Simplicity (FⅢ)$\boxul$ and $\boxdr$Legibility(FⅣ)$\boxul$. It is identified that the variables of FⅠ, mysteriousness, is a representative image which expresses the characteristics of Seonunsan Provincial Park.

The effect of TV media on adolescent body image (TV 미디어가 청소년의 신체이미지에 미치는 영향)

  • 김재숙;이미숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.5
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    • pp.957-968
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    • 2001
  • The purpose of this study was to extend the social comparison theory in an attempt to examine the effect of TV media on adolescent body images. The research was a survey and the subjects were 895 male and female adolescents in Taejon, Korea. The measuring instruments were 2 sets of stimuli of male and female body silhouettes and self-administrated questionnaire. Results were as follows: 1) The subjects TV viewing periods were 3∼4 hours per day and their involvements in TV media were moderate degree. 2) The results of perceptual body images showed that adolescent favored thin body type as an ideal body and had distorting tendency that their bodies were larger than the actual sizes. 3) The results of attitudinal body images showed three factors such as \"appearance evaluation\", \"appearance orientation\", and \"fitness orientation\". 4) TV media had significant effects on perceptual and attitudinal body images. It is concluded that the results of this study support social comparison theory that people compare themselves to others to satisfy their needs for self-evaluation and for judgments of their own personal worth since TV media give strong influence on adolescents through presenting social comparison models to body images.

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Depth sensitivity of stereoscopic displays

  • Choi, Byeong-Hwa;Choi, Dong-Wook;Lee, Ja-Eun;Lee, Seung-Bae;Kim, Sung-Chul
    • Journal of Information Display
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    • v.13 no.1
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    • pp.43-49
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    • 2012
  • Depth sensitivity is considered one of the factors influencing 3D displays the most. In this paper, the perceptual 3D depth was quantitatively measured to compare the depth difference among the display devices. No difference was found in the typical display performance among the devices, but the subjective evaluation of the depth sensitivity where the disparity was varied showed that the organic light emitting diode (OLED) had the highest performance, mainly due to its almost 0% crosstalk, one of the features of OLED. Crosstalk is a form of image superposition that greatly affects the depth sensitivity. The experiment results showed that the quantitative depth sensitivity varies due to geometric factors such as disparity, viewing distance, and subjective sensitivity, depending on the display image characteristics, such as crosstalk and contrast.

Ergonomic Approaches to Content Creation for 3D Displays

  • Kawai, Takashi;Kishi, Shinsuke;Kim, Sang-Hyun;Yamazoe, Takashi;Shibata, Takashi;Inoue, Tetsuri;Sakaguchi, Yusuke;Okabe, Kazushige;Yasuhiro, Kuno
    • Journal of Information Display
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    • v.8 no.1
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    • pp.26-31
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    • 2007
  • This paper presents ergonomic approaches to editing and evaluating content for 3D displays. Two systems, a nonlinear editing system and an evaluation system, were developed to improve viewing safety and comfort for 3D content observers and provide better usability for the creators from the viewpoint of ergonomics.

High Optical Performance of 7" Mini-monitor Based on 2D-3D Convertible Autostereoscopic Display

  • Kim, Sun-Kyung;Park, Sang-Hyun;Kim, You-Jin;Min, Kwan-Sik;Park, Seo-Kyu;Jhun, Chul-Gyu;Kwon, Soon-Bum
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1367-1370
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    • 2009
  • We have developed a 2D-3D convertible 7" autostereoscopic mini-monitor with high 3D quality, in which the parallax barrier LCD is attached on the TFTLCD. The excellent optical performance was achieved by design of the ghost free barrier and precise assembly between the barrier layer and the TFT-LCD panel. Our design principle and fabrication technology suppressed 3D cross-talk and improved viewing angle. In this paper, the design and fabrication process of the 3D mini-monitor are described. The evaluation for the 3D performance is also discussed.

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A performance Evaluation and Development of 3D Endoscopic Imaging system

  • Song, Chul-Gyo;Kim, Kyeong-Seop;Kim, Nam-Gyun;Lee, Myoung-Ho
    • Journal of KIEE
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    • v.10 no.1
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    • pp.1-6
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    • 2000
  • This paper represents the design of 3D endoscopic video system in order to improve visualization and enhance the ability of the surgeon to perform delicate endoscopic surgery. In comparison of the polarized and electric shutter-type stereo imaging system, The former is superior in terms of accuracy and performance speed for knot-tying and loop pass test. The result of experiments show that the proposed 3D endoscopy system has a wide viewing angle and zone which is necessary for multi-view and it has better image quality and stability of the optical performances than the electric shutter-type does.

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Flicker-reduced memory compression for a volume-zone liquid crystal display overdrive

  • Sasaki, Hisashi;Ishikawa, Tatsuyuki;Ishikawa, Yukio;Ichikawa, Kazuhiro;Saitou, Nobuhiko
    • Journal of Information Display
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    • v.12 no.2
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    • pp.77-83
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    • 2011
  • The memory compression algorithm CCC-LCP (color-count-controlled local color palette) reduces flicker in the liquid crystal display (LCD) overdrive. Its compression ratio is 1:5.4 for 10-bit images, with a 33 dB PSNR peak signal-to-noise ratio and with five times flicker reduction compared with the block truncation coding. The authors' two-alternative forced choice subjective tests proposed two new soundness properties, the 'CMP harmlessness' and 'OD non-lost (or OD liveliness)', to clarify the functional interaction between the overdrive functionality OD and the compression functionality CMP. The tests verified that CCC-LCP is practically applicable (at a 1.2H viewing distance threshold) for 42" 37-ppi WXGA TVs.