• Title/Summary/Keyword: Visual Information Design

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Design and Implementation Stereo Camera based Twin Camera Module System (스테레오 카메라 기반 트윈 카메라 모듈 시스템 설계 및 구현)

  • Kim, Tae-Yeun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • 제12권6호
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    • pp.537-546
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    • 2019
  • The paper actualizes the twin camera module system that is portable and very useful for the production of 3D contents. The suggested twin camera module system is a system to be able to display the 3D image after converting the inputted image from 2D stereo camera. To evaluate the performance of the twin camera module suggested in this paper, I assessed the correction of Rotation and Tilt created depending on the visual difference between the left and right stereoscopic image shot by the left and right lenses by using the Test Platform. In addition, I verified the efficiency of the twin camera module system through verifying Depth Error of 3D stereoscopic image by means of Scale Invariant Feature Transform(SIFT) algorithm. I think that if the user utilizes the suggested twin camera module system in displaying the image to the external after converting the shot image into the 3D stereoscopic image and the preparation image, it is possible to display the image in a matched way with an output device fit respectively for different 3D image production methods and if the user utilizes the system in displaying the created image in the form of the 3D stereoscopic image and the preparation image via different channels, it is possible to produce 3D image contents easily and conveniently with applying to lots of products.

Collaborative Authoring System using 3D Spatio-Temporal Space (삼차원 시.공간을 이용하는 프레젠테이션 공동저작 시스템)

  • 이도형;성미영
    • Journal of KIISE:Computing Practices and Letters
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    • 제9권6호
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    • pp.623-634
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    • 2003
  • In this paper, we propose a collaborative multimedia authoring system. Our authoring system represents a multimedia presentation in a 3D coordinate system. One axis represents the traditional timeline information (T-zone), and the other two axes represent spatial coordinates (XY-zone). Our system represents a visual media objects as a 3D parallelepipeds and audio media objects as cylinders. This interface allows for simultaneous authoring and manipulation of both the temporal and the spatial aspects of a presentation. Using our system, users can design multimedia presentations collaboratively in the unified spatio-temporal space while freely traversing the spatial domain and the temporal domain without changing the context of authoring. In addition, we suggest an efficient mechanism of concurrency control for shared objects generated by our collaborative writing system. The mechanism is mainly based on the user awareness, the multiple versions, and the access permission of shared objects. Our concurrency control mechanism is designed to keep data consistency by minimizing the collision due to the delay or the failure of network communication and to allow maximum responsiveness for users using optimistic concurrency control. Also, the mechanism maximize the responsiveness by refining the locking granularity and applying different concurrency control mechanisms to each.

Comparison of Emotional Words by Products (제품 유형별 표출되는 감성어휘 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • 제12권2호
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    • pp.215-224
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    • 2009
  • This research extracted emotional words for measuring user's emotions expressed while using a cellular phone and a web. And then the emotional words were compared to find out whether the difference in emotional words by the type of products. The results of this study suggest that the hardware-oriented products used for specific purpose such as cellular phone extracted a lot of emotional words related to 'Satisfaction in Usability' and 'Pleasure'. 'Satisfaction in Usability' are conceived satisfying in usability or practicality of product. 'Pleasure' are pleasant emotions expressed while using a product. However the emotional words related to 'Aesthetics' and 'Novelty' were omitted. 'Aesthetics' are expressed by product's appearance and by various visual information while using a product. 'Novelty' are expressed by something that is novel and new that has never been experienced. On the other hand the software-oriented products used rather to find something better and new information than to perform specific tasks such as web extracted a lot of emotional words related to 'Novelty'. Therefore, the results of this research have found evidence that it is desirable to make a set of subjective evaluation scale by the type of products. When making the subjective evaluation scale, it is important to use appropriate emotional words for the purpose of use and the characteristics of those products.

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A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • 제8권6호
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

Could a Product with Diverged Reviews Ratings Be Better?: The Change of Consumer Attitude Depending on the Converged vs. Diverged Review Ratings and Consumer's Regulatory Focus (평점이 수렴되지 않는 리뷰의 제품들이 더 좋을 수도 있을까?: 제품 리뷰평점의 분산과 소비자의 조절초점 성향에 따른 소비자 태도 변화)

  • Yi, Eunju;Park, Do-Hyung
    • Knowledge Management Research
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    • 제22권3호
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    • pp.273-293
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    • 2021
  • Due to the COVID-19 pandemic, the size of the e-commerce has been increased rapidly. This pandemic, which made contact-less communication culture in everyday life made the e-commerce market to be opened even to the consumers who would hesitate to purchase and pay by electronic device without any personal contacts and seeing or touching the real products. Consumers who have experienced the easy access and convenience of the online purchase would continue to take those advantages even after the pandemic. During this time of transformation, however, the size of information source for the consumers has become even shrunk into a flat screen and limited to visual only. To provide differentiated and competitive information on products, companies are adopting AR/VR and steaming technologies but the reviews from the honest users need to be recognized as important in that it is regarded as strong as the well refined product information provided by marketing professionals of the company and companies may obtain useful insight for product development, marketing and sales strategies. Then from the consumer's point of view, if the ratings of reviews are widely diverged how consumers would process the review information before purchase? Are non-converged ratings always unreliable and worthless? In this study, we analyzed how consumer's regulatory focus moderate the attitude to process the diverged information. This experiment was designed as a 2x2 factorial study to see how the variance of product review ratings (high vs. low) for cosmetics affects product attitudes by the consumers' regulatory focus (prevention focus vs. improvement focus). As a result of the study, it was found that prevention-focused consumers showed high product attitude when the review variance was low, whereas promotion-focused consumers showed high product attitude when the review variance was high. With such a study, this thesis can explain that even if a product with exactly the same average rating, the converged or diverged review can be interpreted differently by customer's regulatory focus. This paper has a theoretical contribution to elucidate the mechanism of consumer's information process when the information is not converged. In practice, as reviews and sales records of each product are accumulated, as an one of applied knowledge management types with big data, companies may develop and provide even reinforced customer experience by providing personalized and optimized products and review information.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • 제16권2호
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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  • Development of Internet Information Push-Delivery System Design of Smoking Cessation for Health Promotion (지역주민의 건강증진을 위한 인터넷 금연 강화 프로그램 개발)

    • Kim, Young-Bok;Shin, Jun-Ho;Kim, Shin-Woel
      • Journal of agricultural medicine and community health
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      • 제29권2호
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      • pp.287-301
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      • 2004
    • Objectives: The development of internet programs for smoking cessation was motivated to quit smoking in the large group of smokers. This personalized program consisted of tailored message to consider the smokers characteristics, and contain the informations on the outcomes of smoking cessation and the skills to be used in the quit attempts. The purpose of this study was to develop the internet management program and information push-delivery system for smoking cessation to encourage the personal intention to quit smoking. Methods: We conducted in 3 steps as developing push service to encourage intention of smoking cessation, analyzing problems of smoking cessation program through the pilot test and suggesting improvements by implication stages. Results: This program is delivered for 30 days. if the participants do not fail to quit smoking. The contents consisted of 13 stages which were divided on starting period. practical period, maintenance period and success period. And push service afforded the tailored message to participants using their e-mail. According to the evaluation of pilot test, the problems of internet information push-delivery service for smoking cessation were the over-tasks per visiting time, recording style of participants, difficulty of terms and sentences, lack of visual effects, absence of follow-up module and unsuitable link with main homepage. Improvements were divided on 3 stages by implication period. The first stage included the immediate improvements as improving link with homepage, modifying menu of smoking information and upload file of notice part. The second stage included the short term improvements as alleviating condition of withdrawal, coordinating start stage of retrial, modifying errors of information push-delivery service and addition of educational materials. The third stage included the long term improvements as development of follow-up module, cost-effectiveness evaluation, reducing contents quantity, introduction of checking style, compensation of graphics effect and review for SMS utilization. Conclusions: This program contribute to improving smoking cessation rate. Therefore this program should be tested in a community to evaluate the effectiveness. To promote the effectiveness, this program should be developed the contents and the strategies for various targets, and established the follow-up system for ex-smokers.

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    Analysis of Georeferencing Accuracy in 3D Building Modeling Using CAD Plans (CAD 도면을 활용한 3차원 건축물 모델링의 Georeferencing 정확도 분석)

    • Kim, Ji-Seon;Yom, Jae-Hong;Lee, Dong-Cheon
      • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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      • 제25권2호
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      • pp.117-131
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      • 2007
    • Representation of building internal space is an active research area as the need for more geometrically accurate and visually realistic increases. 3 dimensional representation is common ground of research for disciplines such as computer graphics, architectural design and engineering and Geographic Information System (GIS). In many cases CAD plans are the starting point of reconstruction of 3D building models. The main objectives of building reconstruction in GIS applications are visualization and spatial analysis. Hence, CAD plans need to be preprocessed and edited to adapt to the data models of GIS SW and then georeferenced to enable spatial analysis. This study automated the preprocessing of CAD data using AutoCAD VBA (Visual Basic Application), and the processed data was topologically restructured for further analysis in GIS environment. Accuracy of georeferencing CAD data was also examined by comparing the results of coordinate transformation by using digital maps and GPS measurements as the sources of ground control points. The reconstructed buildings were then applied to visualization and network modeling.

    Kinetic Typography study on TV Entertainment Programs - Focused on <2 Days & 1 Night>, , - (TV 예능 프로그램의 키네틱 타이포그래피 연구 - <1박2일>, <런닝맨>, <무한도전>을 중심으로 -)

    • Kim, Hyun-Ki;Bang, Yoon-Kyeong
      • Cartoon and Animation Studies
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      • 통권33호
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      • pp.363-382
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      • 2013
    • Up until about ten years ago, the use of typography played only an auxiliary role on broadcast television programs, primarily by transmitting information in order to facilitate a basic understanding of content. Recently, however, kinetic typography has become an important component in broadcast production. In fact, kinetic typography has developed into a visual language and a means of artistic expression, one that is increasingly used in the production of entertainment programs on television. This paper analyzes six aspects of kinetic typography: manner of development, location, intent, expressive techniques, color and font selection. Particular attention is placed on their use in three highly rated television entertainment programs: "2 Days & 1 Night", "Running Man", and "Infinite Challenge". The development way consists of the technique : starts off with cut and ends with cut. While, other techniques show conversation and situation representation using Z axis : zoom-in, zoom-out in , X axis : pan in <2 Days & 1 Night>. and Y axis : tilt in . Typographic design elements, expression technique, color, font are shown up according to the feature of each program. The resulting analysis suggests new ways for motion arts designers and the broadcast media to use kinetic typography in the development of television programs.

    A Study on Immersive Interaction Between HMD User and Non-HMD User for Presence of Asymmetric Virtual Reality (비대칭 가상현실에서의 현존감을 위한 HMD 사용자와 Non-HMD 사용자간 몰입형 상호작용에 관한 연구)

    • Lee, Jiwon;Kim, Mingyu;Kim, Jinmo
      • Journal of the Korea Computer Graphics Society
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      • 제24권3호
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      • pp.1-10
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      • 2018
    • This study proposes an immersive interaction optimized for the user's experience environment to provide an improved presence for both HMD and Non-HMD users in the asymmetric virtual reality (VR) environment. The core of the proposed immersive interaction is to distinguish the differences of the asymmetric environment between the HMD and Non-HMD users and present the optimized interaction to the user. And, in order to increase the presence by providing improved immersion in the asymmetric virtual reality environment given to each user, we design the walking interaction to improve the immersion of space for the HMD users, a hand-based interface that improves immersion by fully understanding and managing the situation through direct control. Finally, through the experiment using questionnaire, it is verified that the immersive interaction provides all users with an enhanced presence and specialized experience in each environment experience. Through these processes, we confirmed that the Non-HMD user can be immersed in an asymmetric virtual reality using by proposed interaction as participant rather than assistant with HMD user.


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