• Title/Summary/Keyword: Virtual Source

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Effectiveness of Virtual Human Disclosure: The Impact of Identity Exposure on Users' Attitude Toward the Ad and Source Credibility (가상 인간의 정체성 노출이 소비자의 광고 태도와 정보원 공신력에 미치는 영향)

  • Young Jun Sohn;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.205-227
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    • 2023
  • Recently, Virtual Human(VH) has begun to appear in various media, not only on social media, but also in advertisements, music sources, and dramas. Virtual human has become a primary marketing tool for companies, but there also exist concerns when the companies do not disclose the identities of virtual humans. Accordingly, it is necessary to examine users' responses toward content that features virtual humans. This study aimed to examine how the exposure of virtual humans in the content affects users' perceptions. Therefore, the study defined the concept of 'VH Disclosure(VHD)', referring to the exposure of the virtual human's identity, and explored the impact of VH disclosure on attitude toward the ad (Hedonism, Utilitarianism, and Interestingness) and source credibility (Trustworthiness and Expertise). The study conducted an experimental survey with 302 respondents. Regardless of when the ad featured a VH or a human, the results showed that there was no significant difference between users' attitudes and source credibility. The results revealed that it was more effective to disclose the VH in social media feeds than directly reveal the VH's identity in the content. Therefore, this study utilizes a new concept of 'VH Disclosure(VHD)' to enhance the understanding of VH and contributes to establishing marketing strategies optimized for consumers in the creation of virtual human-related content.

Interactive sound experience interface based on virtual concert hall (가상 콘서트홀 기반의 인터랙티브 음향 체험 인터페이스)

  • Cho, Hye-Seung;Kim, Hyoung-Gook
    • The Journal of the Acoustical Society of Korea
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    • v.36 no.2
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    • pp.130-135
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    • 2017
  • In this paper, we propose an interface for interactive sound experience in the virtual concert hall. The proposed interface consists of two systems, called 'virtual acoustic position' and 'virtual active listening'. To provide these systems, we applied an artificial reverberation algorithm, multi-channel source separation and head-related transfer function. The proposed interface was implemented by using Unity. The interface provides the virtual concert hall to user through Oculus Rift, one of the virtual reality headsets. Moreover, we used Leap Motion as a control device to allow a user experience the system with free-hand. And user can experience the sound of the system through headphones.

Virtual Sound Localization algorithm for Surround Sound Systems (서라운드시스템을 위한 가상 음상정위 알고리즘)

  • Lee Sin-Lyul;Han Ki-Young;Lee Seung-Rae;Sung Koeng-Mo
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.81-84
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    • 2004
  • In this paper, we propose a virtual sound localization algorithm which improves the sound localization accuracy and sound color preservation for two channel and multi-channel surround speaker layouts. In conventional CPP laws, the sound direction is different from the panning angle and the sound color is different from real sound source especially when the speakers are spread out widely. To overcome this drawback, we design a virtual sound localization algorithm using directional psychoacoustic criteria (DPC) and sound color compensator (SCC). The analysis results show that in the case of the proposed system, the sound direction is the same as the panning angle in the audible frequency range and the sound color is less deviated from a real sound source than the conventional CPP law. In addition, its performance is verified by means of subjective tests using a real sound source.

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Energy-efficient data transmission technique for wireless sensor networks based on DSC and virtual MIMO

  • Singh, Manish Kumar;Amin, Syed Intekhab
    • ETRI Journal
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    • v.42 no.3
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    • pp.341-350
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    • 2020
  • In a wireless sensor network (WSN), the data transmission technique based on the cooperative multiple-input multiple-output (CMIMO) scheme reduces the energy consumption of sensor nodes quite effectively by utilizing the space-time block coding scheme. However, in networks with high node density, the scheme is ineffective due to the high degree of correlated data. Therefore, to enhance the energy efficiency in high node density WSNs, we implemented the distributed source coding (DSC) with the virtual multiple-input multiple-output (MIMO) data transmission technique in the WSNs. The DSC-MIMO first compresses redundant source data using the DSC and then sends it to a virtual MIMO link. The results reveal that, in the DSC-MIMO scheme, energy consumption is lower than that in the CMIMO technique; it is also lower in the DSC single-input single-output (SISO) scheme, compared to that in the SISO technique at various code rates, compression rates, and training overhead factors. The results also indicate that the energy consumption per bit is directly proportional to the velocity and training overhead factor in all the energy saving schemes.

Virtual Source-based Minimum Interference Path Multicast Routing Algorithm (Virtual Source 기반의 최소 간섭 경로를 이용한 멀티캐스트 라우팅 알고리즘)

  • 이석진;홍경동;오문균;김영부;김성운
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.538-540
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    • 2004
  • 차세대 인터넷 어플리케이션으로서 각광받고 있는 다양한 실시간 멀티미디어 서비스들이 기존 인터넷망에서 유니케스트 라우팅 방식으로 제공되면서 사용자수의 한계와 서버의 부하 문제에 따른 여러 문제점을 안고 있다. 이로 인해 한번에 여러 사용자들에게 동일한 데이터를 보내야 하는 멀티미디어 서비스의 경우에는, 각 사용자들에게 데이터를 여러 번 전송하는 유니캐스트 라우팅(Unicaast Routing)방식에 비해 멀티캐스팅(Multicast Routing)방식으로 전송하는 것이 대역폭 활용면에서 더 효율적이다. 그러나 Multicast Routing 을 DWDM 기반의 차세대 광인터넷망에 적용하기에는 optical signal splitter의 사용으로 인한 cost의 증가와 Power Penalty 의 보상 문제 등 해결해야 할 여러가지 문제가 남아있다. 따라서 본 논문은 이러한 제한 사항을 극복하기 위해서 제한된 노드에 대해서만 optical signal splitter 를 사용하는 Virtual Source 기반의 Multicast Routing 알고리즘을 제안한다.

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Development and Usefulness Evaluation of Virtual Reality Simulator for Education of Spatial Dose Rate in Radiation Controlled Area (방사선관리구역의 공간선량률 교육을 위한 가상현실 시뮬레이터의 개발과 유용성 평가)

  • Jeong-Min Seo
    • Journal of radiological science and technology
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    • v.46 no.6
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    • pp.493-499
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    • 2023
  • This study developed education contents of measuring spatial dose with virtual reality simulation and applied to students majoring radiological science. The virtual reality(VR) contents with measuring spatial dose rate in the radiation controlled area was developed based on the simulation from pilot study. In this simulation, the tube voltage and tube current can be set from 60 to 120 kVp in 10 kVp steps and 10 to 40 mAs in 10 mAs increments, and the distance from source can be set from 30 to 400 cm continuously. Iron and lead shields can be placed between the source and the detector, and shielding thickness can be set by 1 mm increments ranging from 1 to 20 mm. We surveyed to students for evaluating improvement of understanding spatial dose rate between before and after education by VR simulation. The survey was conducted with 5 questions(X-ray exposure factors, effects by distance from the source, effects from using shield, depending on material and thickness of shield, concept and measuring of spatial dose rate) and all answers showed significant improvement. Therefore, this VR simulation content will be well used in education for spatial dose rate and radiation safety environments.

The Use of Vibro-acoustical Reciprocity to Estimate Source Strength and Airborne Noise Synthesis (구조-음향 상반성 원리를 이용한 공기기인 소음원의 강도 추정 및 소음 합성)

  • Kim, Yoon-Jae;Byun, Jae-Hwan;Kang, Yeon-June;Hong, Jin-Chul;Kwon, O-Jun;Kang, Koo-Tae
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.19 no.1
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    • pp.42-49
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    • 2009
  • In this paper, an alternative method was introduced to conduct a transfer path analysis for airborne noise. The method used the transfer function matrix composed of acoustic transfer functions that are referenced by the input voltage of a calibration source. A calibration factor which is converting a virtual voltage to source strength was deduced by vibro-acoustical reciprocity theorem. The calibration factor is then multiplied to the virtual input voltage to estimate the operational source strength. Three loudspeakers were used to noise sources of acrylic half car model. The method was applied to airborne noise transfer path analysis of the half car. The estimated source strength by transfer path analysis was compared the deduced source strength by vibro-acoustical reciprocity to verify the method.

Introduction of Virtual Enterprise in Small & Medium Export Business (중소수출기업(中小輸出企業)의 가상기업(假想企業) 도입방안(導入方案))

  • Lee, Young-Soo
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.16
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    • pp.267-293
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    • 2001
  • The telecommunications-based information technology and the provision of electronic commerce are broadening possibility of the virtual enterprise. The purpose of this paper is to enhance academic and practical understanding virtual enterprise as one of the most promising new concepts in electronic commerce area. I strive to establish the concept of virtual enterprise as a strategic source of competitive advantage in small & medium business. I analyze several new trends and concepts in strategic business area which will eventually lead small & medium business to the virtual enterprise. It has great potential benefits for small & medium businesses which are placed in difficult circumstances. They must build IT infrastructure and make use of co-sourcing for the utilization of virtual enterprise. This paper also suggests the strategic methods which enable the conventional enterprise to introduce the virtual enterprise.

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A Perception Based Active Matrix Decoder with Virtual Source Location Information (가상 음원 위치 정보를 이용한 능동 메트릭스 디코더)

  • Moon, Han-Gil
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.18-24
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    • 2010
  • In this paper, a new matrix decoding system using vector based Virtual Source Location Information (VSLI) is proposed as an alternative to the conventional Dolby Pro logic II/IIx system for reconstructing multi-channel output signals from matrix encoded two channel signals, Lt/Rt. This new matrix decoding system is composed of passive decoding part and active part. The passive part makes crude multi-channel signals using linear combination of the two encoded signals(Lt/Rt) and the active part enhances each channel regarding to the virtual source which is emergent in each inter channel. Since the virtual sources are related to the perceptual sound images in virtual sound field, the reconstructed multi-channel sound results in good dynamic perception and stable image localization. Moreover, the good channel separation is maintained with nonlinear trigonometric enhancing function.

Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.