• Title/Summary/Keyword: immerse

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Harmonization Algorithm to generate Stereoscopic VR Image

  • Khayotov, Mukhammadali;Han, Jong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.269-271
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    • 2020
  • In this letter, we propose a novel approach for stitching stereoscopic panoramas. When stitching stereoscopic panoramas, the amount of depth retrieved is the most important factor to pay attention for. Also, it is very crucial to deliver the two left and right panoramas with the right depth information to deliver good 3D perception. However, when stitching the two panoramas independently using the state-of-the-art algorithms and methods, we do still have some inconsistencies with the disparity map retrieved from the panoramas. To overcome this problem, we propose a method that modifies the latest conventional algorithm by making the two panoramas dependent of one another. This brings two panoramas with a much more consistent disparity map that lets users fully immerse into a comfortable stereoscopic vision.

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A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

A Basic Survey Study on the Research Tendency for Green Interior Architecture (친환경 실내건축 연구 성향에 관한 조사 분석 연구)

  • Chong, Jae-Uk
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.11-18
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    • 2011
  • Including interior architecture, diverse fields of study for eco-friendly environment is in progress due to the world's crisis consciousness of global environment. And nevertheless, practical use of the research results are still low and systematical problems of the studies are inevitable reality. Thus, this study focused on to the enbodiment of green interior architecture study understanding the problems of precedence studies to make suggestion for the future direction and balancing green interior architecture study seeking for better motivation. Analysing results of the precedent studies indicates that the existing studies loss its diversity and concentrated in the narrow based directions. For the enbodiment of green interior architecture, not simply immerse existing planning method found from case study, the study need to perform in overall areas of green interior architecture and diversify its direction. Besides space designer, user's consciousness are also important results to form a new paradigm of eco-friendly environment. For the applications and use of the study results as the design factor in green interior architecture, first and the most important stept is to innovate attitude towards the nature and shift of consciousness through education as well as the relative studies of design and planning realm to drive both technical, and non-technical design factors are highly demanded.

A Study on Improving Fun Factor of Psychotherapy Game (정신 치료 게임의 재미 요소 향상 방안)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.13-20
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    • 2012
  • Game is an excellent media to easily access and immerse for most people. According to these characteristics, many games which are combined game's fun with original educational purpose have been developing in various fields. In case of developing the game, game designer should balance game's fun and educational purpose in each filed. In this paper, we analyze psychotherapy games to improve accessibility of treatment and continuance of treatment sessions in face-to-face treatment by particularly fun factors in commercial games. And, then we present methods to increase fun of psychotherapy game. This paper can help psychotherapy game developers to increase game experience.

Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions (5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술)

  • Han, Jung-Soo
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.25-30
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    • 2016
  • Virtual reality items are increased take-all type of markets like Universal, such as the United States as a leader in the virtual reality technology. Multi-user have to get direct experiences with the whole body like visual, tactile, hearing, sense of movement, and it must be developed new forms of content platform to enjoy immerse deeply into the content. Visitors are not to enjoy the content passively but rather to enjoy the content actively. So it like that should develope content to maximize the immersion. It need the development of new forms of mixed 5D virtual reality Attraction content with all of factors like $360^{\circ}$ circle vision, stereoscopic images, interaction, simulator, and the environmental effect. We proposes how to make the color and brightness calibration technology for this purpose.

Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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The study of the change of life with Kim's Ajaeng Sanjo Music Playing (ASMP) played by Hyung Min Kim (https://youtu.be/GTfOIJ7bZbo)

  • Ko, Kyung Ja
    • CELLMED
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    • v.8 no.2
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    • pp.9.1-9.3
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    • 2018
  • The purpose of this article is to discuss that ajaeng sanjo music playing (ASMP) can change a person's life. Ajaeng is often called a Korean cello and is the largest and lowest-pitched instrument in the string instrument family in Korean music. From far away it has a deep, low sound. Its low sound adds to its comfort and peace. Listening to a low tone music can help you calm down and heart-easing. As soon as he listened ajaeng sanjo music he felt that low sound is mildly under his patronage. He felt much more interesting energy and vitality about our minds and bodies are in ajaeng sanjo music. He could immerse himself in playing ajaeng sanjo music (ASMP) for several years. The Korean music, tune is one of expression, meaning it is inseparable from the feeling. Many studies show that low tone music not only activates brain power, but soothes minds. Music always stood by him during difficult times. In a word, ASMP leads him to change of life and music is the language of emotion to him.

A Case Study on a Learner-centered Class Analysis - Focus on STEAM Lesson in Elementary School - (학습자 중심의 수업 분석 사례 연구 - 초등학교 STEAM 수업을 중심으로 -)

  • Jung, Kyunghwa;Shin, Youngjoon
    • Journal of Korean Elementary Science Education
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    • v.37 no.3
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    • pp.254-266
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    • 2018
  • The aim of this study is to analyze STEAM lessons focused on the learner's learning. This study was conducted on 4th-graders in Y city, Kyung-gi province. The lessons were based on a joint teaching plan for students through the teacher learning community (TLC) with three teachers from the same school. Each of the three classes that conducted the class was selected and analyzed as the main center of observation by three students. The conclusions from this study are as follows: First, we identified that different levels of learners are learning in STEAM lessons through a learner-centered class analysis. Some students arrived on their own by taking the initiative in class, others by consulting with a group of friends, and others needed active teacher guidance to learn. Second, Depending on the level and characteristics of the students, some learning criteria were not reached. Some students need guidance at a glance level, and others need individually instructed or guided activities. Teachers need to keep an eye out for students and give them an appropriate level of guidance during class. In STEAM lessons, it appears that students of different levels and characteristics can immerse themselves in their own way, as well as the clear guidance of activity for their students.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.

A Study on the Effects of Psychiatric and Mental Health Nursing Practicum Using Storytelling

  • Kim, Su Yeon;Kim, Soo Jin;Kim, Boyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.140-147
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    • 2020
  • The purpose of this study is to improve the empathy, communication efficacy, and communication skills of nursing students through a psychiatric nursing practice program using storytelling by allowing the students to immerse in the narratives and identify themselves with the main characters with mental illness. This study is a single group pretest-posttest design that applied psychological nursing practice using storytelling to 46 nursing students from a local university in Korea and evaluated its effectiveness. Data analysis was performed by a paired t-test to compare the effects of the participants' empathy, communication self-efficacy, and therapeutic communication ability using SPSS 21.0 program. The results showed that psychiatric nursing practice using storytelling had an effect on the empathy (t=3.565, p=.001) and communication self-efficacy (t=2.320, p=.025) of nursing students. Based on these results, psychiatric and mental health clinical practice curriculums should be developed to improve nursing students' understanding of mental disorders and develop their communication ability with patients.