• Title/Summary/Keyword: Visual

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A 3D Audio-Visual Animated Agent for Expressive Conversational Question Answering

  • Martin, J.C.;Jacquemin, C.;Pointal, L.;Katz, B.
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.53-56
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    • 2008
  • This paper reports on the ACQA(Animated agent for Conversational Question Answering) project conducted at LIMSI. The aim is to design an expressive animated conversational agent(ACA) for conducting research along two main lines: 1/ perceptual experiments(eg perception of expressivity and 3D movements in both audio and visual channels): 2/ design of human-computer interfaces requiring head models at different resolutions and the integration of the talking head in virtual scenes. The target application of this expressive ACA is a real-time question and answer speech based system developed at LIMSI(RITEL). The architecture of the system is based on distributed modules exchanging messages through a network protocol. The main components of the system are: RITEL a question and answer system searching raw text, which is able to produce a text(the answer) and attitudinal information; this attitudinal information is then processed for delivering expressive tags; the text is converted into phoneme, viseme, and prosodic descriptions. Audio speech is generated by the LIMSI selection-concatenation text-to-speech engine. Visual speech is using MPEG4 keypoint-based animation, and is rendered in real-time by Virtual Choreographer (VirChor), a GPU-based 3D engine. Finally, visual and audio speech is played in a 3D audio and visual scene. The project also puts a lot of effort for realistic visual and audio 3D rendering. A new model of phoneme-dependant human radiation patterns is included in the speech synthesis system, so that the ACA can move in the virtual scene with realistic 3D visual and audio rendering.

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Foot Pressure Mat with Visual Notification for Recognizing and Correcting Foot Pressure Imbalance (시각적 알림이 있는 족저압매트 개발을 통한 족저압 불균형 인지와 즉각적인 교정)

  • Hanna Park;Bonhak Koo;Jinhee Park;Jooyong Kim
    • Journal of Fashion Business
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    • v.28 no.1
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    • pp.83-97
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    • 2024
  • A plantar pressure mat with visual notifications was developed to confirm whether individuals can effectively balance themselves and correct imbalances. The sensor-embedded mat was made with a commercial yoga mat, and was tested on seven working women in their 30s to determine plantar pressure distribution when standing and squatting, and if they could recognize and correct imbalances with visual feedback. The study found that visual notifications significantly changed the plantar pressure ratio of the forefoot and hindfoot, as well as the left and right foot plantar pressure ratio. Without notifications, the center of gravity was more concentrated in the rear foot than the forefoot in both standing and squatting positions. Visual notifications showed that the center of gravity, which was largely focused on the rear foot, was distributed to the forefoot, resulting in a more evenly distributed center of gravity throughout the sole. For the change in left and right plantar pressure, the weight that was largely loaded on the left side was distributed to the right foot through the visual notification mat, confirming a more balanced plantar pressure.

f-MRI with Three-Dimensional Visual Stimulation (삼차원 시각 자극을 이용한 f-MRI 연구)

  • Kim C.Y.;Park H.J.;Oh S.J.;Ahn C.B.
    • Investigative Magnetic Resonance Imaging
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    • v.9 no.1
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    • pp.24-29
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    • 2005
  • Purpose : Instead of conventional two-dimensional (2-D) visual stimuli, three-dimensional (3-D) visual stimuli with stereoscopic vision were employed for the study of functional Magnetic Resonance Imaging (f-MRI). In this paper f-MRI with 3-D visual stimuli is investigated in comparison with f-MRI with 2-D visual stimuli. Materials and Methods : The anaglyph which generates stereoscopic vision by viewing color coded images with red-blue glasses is used for 3-D visual stimuli. Two-dimensional visual stimuli are also used for comparison. For healthy volunteers, f-MRI experiments were performed with 2-D and 3-D visual stimuli at 3.0 Tesla MRI system. Results : Occipital lobes were activated by the 3-D visual stimuli similarly as in the f-MRI with the conventional 2-D visual stimuli. The activated regions by the 3-D visual stimuli were, however, larger than those by the 2-D visual stimuli by $18\%$. Conclusion : Stereoscopic vision is the basis of the three-dimensional human perception. In this paper 3-D visual stimuli were applied using the anaglyph. Functional MRI was performed with 2-D and 3-D visual stimuli at 3.0 Tesla whole body MRI system. The occipital lobes activated by the 3-D visual stimuli appeared larger than those by the 2-D visual stimuli by about $18\%$. This is due to the more complex character of the 3-D human vision compared to 2-D vision. The f-MRI with 3-D visual stimuli may be useful in various fields using 3-D human vision such as virtual reality, 3-D display, and 3-D multimedia contents.

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Factors Influencing the Smoking Behavior of Adolescents (청소년 흡연행위 영향요인)

  • Kim, Hee-Kyung;Kang, Hyun-Sook;Ko, Yun-Hwa;Moon, Sun-Soon;Park, Yoen-Suk;Shin, Yeon-Soon;Ahn, Jung-Sun;Lee, Sun-Young;Lee, Sung-Ok;Lee, Yang-Sook;Cho, Soon-Ja;Choi, Eun-Sook
    • Research in Community and Public Health Nursing
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    • v.13 no.2
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    • pp.376-386
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    • 2002
  • Objectives: The purpose of this study was to investigate factors influencing the smoking behavior of adolescents, in order to provide basic data to develop a future nursing intervention program for smoking prevention. Methods: The study subjects were 162 adolescents attending high schools, who were living in K city. The instruments included the Self Esteem Scale translated by Jeon (1974), beliefs about the social rule scale developed by the Committee for Adolescence Guidance (1988), differential peer association developed by Krohn et. al. (1982), perceived behavioral control scale developed by Hanson (1997), intention of smoking scale developed by Newman et. al.(1982), and self-efficacy scale developed by Sherer et. al. (1982). The data were analyzed using descriptive statistics, Pearson correlation coefficient, and stepwise multiple regression. Results: 1. The smoking behaviors of the subjects were significantly correlated with beliefs about social rule, perceived behavioral control. differential peer association, intention of smoking, self efficacy, grade, father's level of education, monthly pocket money, time of onset for smoking, degree of alcoholic intake, and drug abuse. 2. The multiple regression analysis revealed the most powerful predictor for smoking behavior was time of onset for smoking. A combination of beliefs about social rule, perceived behavioral control, grade, differential peer association, and intention of smoking accounted for 54.0% of the variance for smoking behavior in adolescents. Conclusion: It is recommended that these influencing factors for smoking behavior be considered when developing future nursing intervention programs for the antismoking behaviors of adolescents.

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The Analysis of 5th Graders' Visual Representation in Mathematical Problem Solving (수학 문제해결에서 초등학교 5학년 학생들의 시각적 표현 분석)

  • Lee, Daehyun
    • Journal of Science Education
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    • v.45 no.2
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    • pp.247-256
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    • 2021
  • Visual representation has been a useful tool in mathematical problem solving because it vividly express and structure the variables in the problem. But its effects may vary according to the types of problems. So, this study analyzes the survey results on the 5th graders' visual representations using questionnaire consisting of the routine problems and the non-routine problems. The results are follows: The rate of correct answers in routine problems was higher than that of the non-routine problems. Even though the subjects were asked to solve the problem using visual representations, the ratio of solving the problem using the numerical expression was high in the routine problems. On the other hand, the rate of solving the problem using visual representation was high in the non-routine problems. The number of respondents who used visual representation in the non-routine problems was twice as many as that of the routine problems. But, among the subjects who used visual representation in the non-routine problems, the proportion of incorrect answers was also high, which resulted in using visual pictures. So, it is necessary to provide an experience that can use various types of the visual representations for problem solving and pay attention to the process of converting problems into visual representations.

A Systematic Review of the Effects of Visual Perception Interventions for Children With Cerebral Palsy (뇌성마비 아동에게 시지각 중재가 미치는 효과에 대한 체계적 고찰)

  • Ha, Yae-Na;Chae, Song-Eun;Jeong, Mi-Yeon;Yoo, Eun-Young
    • Therapeutic Science for Rehabilitation
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    • v.12 no.2
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    • pp.55-68
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    • 2023
  • Objective : This study aims to analyze the effects of visual perception intervention by systematically reviewing the studies that applied visual perception intervention to children with cerebral palsy. Methods : The databases used were PubMed, EMbase, Science Direct, ProQuest, Koreanstudies Information Service System (KISS), Research Information Sharing Service (RISS), and the National Assembly Library. The keywords used were cerebral palsy, CP, and visual perception. According to the PRISMA flowchart, 10 studies were selected from among studies published from January 1, 2012 to March 30, 2022. The quality level of the selected studies, the demographic characteristics of study participants, the effectiveness of interventions, area and strategies of intervention, assessment tools to measure the effectiveness of interventions, and risk of bias were analyzed. Results : All selected studies confirmed that visual perception intervention was effective in improving visual perception function. In addition, positive results were shown in upper extremity function, activities of daily living, posture control, goal achievement, and psychosocial areas as well as visual perception function. The eye-hand coordination area was intervened in all studies. Conclusion : In visual perception intervention, It is necessary to evaluate the visual perception function by area, and apply systematically graded customized interventions for each individual.

THE EFFECTS OF ZINC DURING VISUAL ADAPTATION OF VERTEBRATE EYE

  • Kim, Hyun-Jung
    • Journal of Photoscience
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    • v.2 no.2
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    • pp.63-67
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    • 1995
  • Zinc plays a key role in genetic expression, cell division, and growth and is essential for the function of more than 200 enzymes; effects of zinc deficiency induce many syndromes, including abnormal visual adaptation. The pigment epithelium (EP) contains high concentrations of zinc in humans and in animals and it participates in threshold elevation, visual sensitivity increment, and acceleration of rhodopsin regeration during visual adaptation. The origin of c-wave of electroretinogram(ERG) is not only pigment epithelium as shown in present research, but also other cell layers, perhaps the photoreceptors. We propose zinc as a candidate for an internal messenger which participates in signal amplification.

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Visual Navigation by Neural Network Learning (신경망 학습에 의한 영상처리 네비게이션)

  • Shin, Suk-Young;Hoon Kang
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2001.12a
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    • pp.263-266
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    • 2001
  • It has been integrated into several navigation systems. This paper shows that system recognizes difficult indoor roads and open area without any specific mark such as painted guide line or tape. In this method, Robot navigates with visual sensors, which uses visual information to navigate itself along the road. An Artificial Neural Network System was used to decide where to move. It is designed with USB web camera as visual sensor.

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A evaluating method for the visibility of a visual task covered with veiling reflection (반사상이 중첩한 시대상에 대한 Visibility의 평가법)

  • 김우근
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 1993.10a
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    • pp.5-8
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    • 1993
  • The purpose of this study is indused to visibility of visual task when a park of visual task covered with veiling reflection by the transparent materials. As a way, we induce the evaluating systems to the visual task by grasping the rolation between the physical factors and visibility.

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