• Title/Summary/Keyword: Watching distance

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A New 3D Depth Reconstruction Method Adaptive to Various Environments (환경 적응적 3D 깊이 재구성 방법)

  • Kim, Jung-Un;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.271-279
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    • 2016
  • The recent development of the HD (High Definition) and UHD (Ultra High Definition) technology allowed the growth of 3D contents market. Yet the majority of the 3D contents in the market are strictly for 6.5 cm inter-ocular distance, causing various visual discomforts for the viewers who have different inter-ocular distance. Moreover, because the 3D contents are created for a fixed viewing distance, the change of the viewing distances when watching 3D contents can also cause visual conflicts. To solve this problem, we devised techniques that consider the environmental information of the viewer watching 3D contents. By analyzing the relationship between viewing distance, inter-ocular distance, and perceived depth, we created an adaptive content viewing system that reflects the viewer's environment to minimize any conflicts in watching 3D contents. From our experiments, we found that the performance of our adaptive content viewing system was reasonable.

Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

The Influence of Accommodation on Watching Home 3D TV at Close Distance (가정용 3D TV의 근거리 시청이 조절기능에 미치는 영향)

  • Kim, Jung-Ho;Hwang, Hae-Young;Kang, Ji-Hun;Yu, Dong-Sik;Kim, Jae-Do;Son, Jeong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.2
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    • pp.157-163
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    • 2013
  • Purpose: This study was investigated weather watching 2D and 3D images effecting on accommodative function (AF), and differences between changes of AF by 2D and 3D. Methods: 50 subjects (male 30, female 20) aged 20's to 40's years old ($22.9{\pm}3.93$ years) who are available to watching 3D images were participated for this study. Accommodative amplitude (AA) by near point of accommodation (NPA), accommodative response (AR), positive and negative relative accommodation (PRA, NRA), accommodative facility (AF) were measured before, after watching 2D and 3D images at 1 m distance for 30 minutes respectively. Results: Accommodative amplitude after both watching 2D and 3D images decreased comparing to before watching images, and AA after watching 3D images was significantly lower than after watching 2D images. AR after both watching 2D and 3D images increased comparing to before watching images, but there was no difference between 2D and 3D. PRA and NRA were not significantly different between before, after watching 2D and 3D images. Accommodation speed by AF was increased for before watching ($13.52{\pm}3.32$ cpm) following by for after watching 2D images ($14.28{\pm}3.21$ cpm) and for watching 3D images ($14.90{\pm}3.27$ cpm). Conclusions: Watching images at close distance is effect to accommodation functions, and sequence of AA decrease of before watching images following by after watching 2D images and after watching 3D images may effect to asthenopia with same sequence as AA decrease. The results of increase of AF after watching images, specially 3D images show a possibility of vision therapy and further detail VT studies using 3D images are required in the future.

The Evaluations of Phoria and AC/A Ratio by Watching 3D TV at Near (3D TV 근거리 시청에 따른 사위도와 조절성폭주비 평가)

  • Son, Jeong-Sik;Kim, Dong-Su;Kim, Jung-Ho;Kim, Jae-Do;Hamacher, Alaric;Yu, Dong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.20 no.3
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    • pp.319-324
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    • 2015
  • Purpose: This study was designed to evaluate the changes of phoria and calculated AC/A ratio, and their recovery time points by watching 3D television (3D TV). Methods: 50 subjects (male 30, female 20) of 20s to 40s ages who can watch 3D, were measured phoria using a Howell phoria card at 3 m for distance and 40 cm for near. The phoria was evaluated before watching 3D TV and every 10 minutes from starting of watching 3D TV for 30 minutes, and every 5 minutes after finishing of watching 3D TV for 30 minutes again. Results: For the distance phoria during and after watching 3D TV, it was increased to more exophoria $-0.98{\pm}1.37{\Delta}$ (prism diopters) after 10 minutes from starting of 3D TV watching (p=0.063) and increased to more exophoria $-1.00{\pm}1.28{\Delta}$ after 30 minutes (p=0.024), and started to decrease after finishing of watching 3D TV and recovered to the level of before 3D TV watching ($-0.78{\pm}1.11{\Delta}$) after 20 minutes (p=0.32) with comparing to phoria of before watching 3D TV ($-0.80{\pm}1.12{\Delta}$). For the near phoria, it was also increased to more exophoria $-5.71{\pm}4.45{\Delta}$ after 10 minutes from starting of watching 3D TV (p=0.000) and $-6.58{\pm}4.36{\Delta}$ after 30 minutes (p=0.000), and started to decrease after finishing of watching 3D TV and recovered to the level of before watching 3D TV after 20 minutes ($-4.34{\pm}3.67{\Delta}$) (p=0.32) with comparing to the phoria of before watching 3D TV ($-4.36{\pm}3.66{\Delta}$). AC/A ratio was decreased from $4.92{\pm}1.17{\Delta}/D$ for before 3D TV watching to $4.11{\pm}1.50{\Delta}/D$ for after 30 minutes from starting of watching 3D TV (p=0.000), and increased after the end of watching 3D TV and recovered to the level of before 3D TV watching ($4.93{\pm}1.18{\Delta}/D$) after 25 minutes (p=0.598). Conclusions: During watching 3D TV at near, it showed a tendency of convergence insufficiency by decrease of calculated AC/A ratio as result that exophoria at near was higher increased than exophoria at distance. However, the increased exophoria at both near and distance was recovered to the level of base line after 25 minutes from the end of watching 3D TV. Through this study, it seems to need rational proposals of advice for watching 3D TV.

TV Automatic Control System for Single-person Households (1인 가구를 위한 TV자동 제어 시스템)

  • Kim, Eun Seo;Lim, Jaeyun;Kim, Sunhee
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.44-49
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    • 2022
  • The number of single-person households is increasing worldwide, and among them, the proportion of elderly single-person households is increasing. In the case of elderly single-person households, a significant portion of their leisure time is devoted to watching TV. However, if they fall asleep while watching TV without turning it off, it may be difficult to sleep well due to lights and sounds of TV, which can cause health problems such as depression and reduced immunity. Therefore, in this paper, we propose a system that automatically turns off the TV when a person watching TV falls asleep. Images are collected using the camera installed in front of the TV. Since the posture of a person watching TV varies from a sitting posture to a lying posture, the system is designed to determine whether or not to fall asleep regardless of the posture. In addition, since it becomes difficult to judge eye movements as a person moves away from the TV, a method for extending the judgmentable distance is proposed. The system model was implemented and tested using a Raspberry Pi, a monitor, an infrared sensor, and a camera. Eye movements were judged regardless of sitting or lying position, and the distance between a user and a TV was extended by about 200 cm.

An Efficient Channel Navigation Scheme based on Patterns of Watching TV Programs (방송프로그램 시청 패턴에 기반한 효율적인 채널 네비게이션 기법)

  • Park, Woo-Ram;Park, Tae-Keun
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1357-1364
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    • 2010
  • With the emergence of digital TV broadcasting, various TV channels are provided to a TV audience. But it is getting hard for the audience to find his or her preferred TV programs due to the huge number of TV channels. In order to mitigate the difficulty, channel navigation schemes have been proposed. The schemes predict preferred TV channel from viewer's previous watching histories, and provide the predicted channels when the viewer wants to change TV channel. As channel navigation schemes, there are Most Recently Selected (MRS) scheme providing the most recently watched channel, and Most Frequently Selected (MFS) scheme providing the most frequently selected channel. However, MFS and MRS scheme could be inappropriate to current TV system broadcasting various TV programs in a channel because they are based on the viewer's patterns of watching TV channels. Therefore, this paper proposes an efficient channel navigation scheme, Program Most Frequently Selected (PMFS), based on patterns of watching TV programs instead of TV channels. Simulation results show that the proposed scheme PMFS reduces the seek distance compared to the previous channel navigation schemes, MFS and MRS.

Change of Refractive Error after Watching Smart-phone under Low Intensity of Illumination (낮은 조도에서 스마트폰 시청 후 시력 변화)

  • Kim, Bong-Hwan;Han, Sun-Hee;Kwon, Sang-Jin;Kim, Do-Hun;Kim, Mi-Sung;Jeong, Hyun-Seung;Kim, Hak-Jun
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.1
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    • pp.105-109
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    • 2014
  • Purpose: To compare the change of visual acuity and NIBUT after watching smart-phone in 1 hour under low intensity of illumination. Methods: 50 subjects (male 22, female 28) aged 20's years old ($20.7{\pm}2.4$ years) who do not have eye disease and have a good eye condition were participated for this study. Objective refraction, corrected distance visual acuity and NIBUT were measured before and after watching smart-phone (Galaxy 2, Samsung, KOREA) under low intensity of illumination (0 lx.) Objective refraction was carried out using auto-chart project (CP-1000, Dongyang, Korea), phoropter (VT-20, Dongyang, Korea) and auto refractor-keratometer (MRK-3100, Huvitz, Korea). Results: Refractive error was changed from $-3.20{\pm}2.00$ D to $-3.38{\pm}2.00$ D (p=0.006) and corrected distance visual acuity was changed from $0.93{\pm}0.08$ to $0.91{\pm}0.10$ (p=0.000) and NIBUT was changed from $10.48{\pm}7.00$ seconds to $10.29{\pm}6.47$ seconds (p=0.761) before and after watching smart-phone under low intensity of illumination. Conclusions: Continuous watching smart-phone under low intensity of illumination lead to temporal change of distance visual acuity and suitable rest may reduce the influence of distance visual acuity and tear safety.

Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.293-303
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    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.

Exploratory Study on the Relationship between Korean Drama Watching Satisfaction and Korean Product Purchase Intention : Focused on Myanmar Consumers (한국 드라마 시청 만족도와 한국 상품구매의사간 관계에 관한 탐색적 연구 : 미얀마 소비자를 중심으로)

  • Sung-Tae Ma;Hyun-Yong Park;Young-Jun Choi
    • Korea Trade Review
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    • v.45 no.1
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    • pp.301-319
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    • 2020
  • This study aims to explore the positive impact of Korean drama watching satisfaction on purchase intention for Korean products by considering the mediating roles of social distance to Korea, national image of Korea, and Korean product image. This study identified that Korean drama reduced the social distance to Korea while increasing the positive image of Koreas and Korean products. However, the reduced social distance was not positively associated with Korean product image and Korean product purchase intention. This implies that Korean dramas directly affect Korean product purchase intension and indirectly affect Korean national image and product image. This study supplies guidance to international marketers who aims to enter the Myanmar market. To use the Korean wave as a Korean product marketing tool, marketing strategies need to cover Korean culture-relevant materials such as cultural background, cultural characteristics, exposed products, and so on.

Change of Phoria and Subjective Symptoms after Watching 2D and 3D Image (2D와 3D 영상 시청 후 나타난 사위도 및 자각증상의 변화)

  • Kim, Dong-Su;Lee, Wook-Jin;Kim, Jae-Do;Yu, Dong-Sik;Jeong, Eui Tae;Son, Jeong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.2
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    • pp.185-194
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    • 2012
  • Purpose: The changes of phoria and subjective asthenopia before and after viewing were compared based on 2D image and two ways of 3D images, and presented for references of 3D image watching and production. Methods: Change in phoria was measured before and after watching 2D image, 3D-FPR and 3D-SG images for 30 minutes with a target of 41 university students at 20-30 years old (male 26, female 15). Paired t-test and Pearson correlation between changed phoria and subjective symptoms which were measured using questionnaires were evaluated by before and after watching each images. Results: Right after watching 2D image, exophoria was increased by 0.5 $\Delta$, in distance and near, but it was not a significant level. Right after watching 3D image, exophoria was increased by 1.0~1.5 $\Delta$, and 1.5~2.0 $\Delta$, in distance and near, respectively when compared with before watching. In the significant level, exophoria tended to increase. Changes in near was increased more by 0.5 $\Delta$, compared with those in distance. Changes based on way of 3D-FPR and 3D-SG image were less than 0.5 $\Delta$, and there was almost no difference. In terms of visual subjective symptoms, eye strain was increased in 3D image compared with that in 2D image. In addition, there was no difference depending on way of image. In terms of Pearson correlation between phoria change and eye strain, as exophoria was increased, eye strain was increased. Conclusions: Watching 3D image increased eye strain compared with watching 2D image, and accordingly exophoria tended to increase.