• Title/Summary/Keyword: viewer

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An Implementation of Three-Dimensional STEP Data Viewer (삼차원 STEP 데이터 뷰어 개발)

  • Choi, Young;Yuh, Chang-Hun
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.9
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    • pp.54-61
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    • 1999
  • Three dimensional CAD data viewer helps a user to view and use many different types of CAD data without having costly programs that produced them loaded on their computers. A viewer for standard data formats such as STEP and IGES is more useful since most of the CAD systems provide translators for them. We developed a 3D CAD viewer for STEP AP203 solid and assembly data. In addition to the standard shading and assembly tree display, functions for 3D markups and measurement of distance and angles were implemented.

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Implementation of Dynamic Character Art using Image Association

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.52-57
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    • 2019
  • This study is about the creation of a character art using the free association. Character in proposed artwork induces the viewer's unconscious experience associated with it and creates new meanings to invigorate the character. When a character that performs both a linguistic function and a visual image function goes through a free association process, the viewer can induce interest and convey the meaning of the character more effectively. We proposed two ways to express the dynamic movement of the character more actively. One is drawing using various colors and free lines, and the other is the movement of the character synchronized with the gesture of the viewer. As a result of implementing dynamic character art, we can see that the viewer was actively involved in the free association process and immersed in the artwork. The viewers participated in the creation of the artwork, changing the shape of the character according to their various gestures.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

Exploring the Factors Affecting Viewer Satisfaction on Internet Personal Broadcasting Based on the Kano Model (Kano모델 기반의 인터넷 개인방송 서비스 만족도 영향요인 고찰)

  • Moon, Yunji
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.95-110
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    • 2021
  • This study aims to explore the Internet personal broadcasting quality factors that influence viewer satisfaction and dissatisfaction based on the motivation-hygiene theory. Specifically, the quality factors that affect viewer satisfaction of Internet personal broadcasting are derived from the perspectives of extrinsic (contents usefulness and media usability), intrinsic (emotional/cognitive/behavioral enjoyment and creator characteristics), and social motivation (visibility, subjective norm, image, sociality). The data of 200 respondents was used to analyze the relative impact of satisfaction and dissatisfaction with the Kano model, which assumes that viewer satisfaction at both functional and emotional levels varies over quality attributes. In the empirical analysis, the quality factors were classified into attractive, one-dimensional, must-be, and indifferent quality. In addition, it was found that the customer satisfaction coefficient was high in the order of uniqueness, differentiation, and visibility. On the other hand, as a result of applying the dissatisfaction coefficient, it was identified in the order of donation, content reliability, and creator responsiveness.

The Development of AtoN Monitoring System with AIS Viewer (AIS Viewer와 연계한 AtoN 관리시스템 개발에 관한 연구)

  • Seong, Yu-Chang;Lee, Yong-Jae;Kwak, Jae-Min
    • Journal of Advanced Navigation Technology
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    • v.14 no.3
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    • pp.297-302
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    • 2010
  • The AtoN is subsidiary navigation facilities for ship to navigate safely. AtoN includes signs of visual, sound, special and radio. Receltly as GNSS and AIS are developed rapidly, AtoN has been considered as a promising candidate technique for ensuring fairway safety of ship. However, present AtoN systems are not adopted to ship fully, but are adopted to ship partly, and total management systems are not installed. In this study, AtoN Monitoring system based on AIS is developed. It consists of AIS system and AIS viewer program. In the system AIS gathers data of AtoN and ship information and AIS viewer is a program that plots AIS data on ECDIS.

Design of the Web based Mini-PACS (웹(Web)을 기반으로 한 Mini-PACS의 설계)

  • 안종철;신현진;안면환;박복환;김성규;안현수
    • Progress in Medical Physics
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    • v.14 no.1
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    • pp.43-50
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    • 2003
  • PACS mostly has been used in large scaled hospital due to expensive initial cost to set up the system. The network of PACS is independent of the others: network. The user's PC has to be connected physically to the network of PACS as well as the image viewer has to be installed. The web based mini-PACS can store, manage and search inexpensively a large quantity of radiologic image acquired in a hospital. The certificated user can search and diagnose the radiologic image using web browser anywhere Internet connected. The implemented Image viewer is a viewer to diagnose the radiologic image. Which support the DICOM standard and was implemented to use JAVA programming technology. The JAVA program language is cross-platform which makes easier upgrade the system than others. The image filter was added to the viewer so as to diagnose the radiologic image in detail. In order to access to the database, the user activates his web browser to specify the URL of the web based PACS. Thus, The invoked PERL script generates an HTML file, which displays a query form with two fields: Patient name and Patient ID. The user fills out the form and submits his request via the PERL script that enters the search into the relational database to determine the patient who is corresponding to the input criteria. The user selects a patient and obtains a display list of the patient's personal study and images.

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Analysis of Stereo 3D Content Factors Causing Viewer's Discomfort (시청자의 불편감을 유발하는 스테레오 3D 영상 콘텐츠 요소 분석)

  • Kim, Woo-Youl;Seo, Young-Ho;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.870-887
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    • 2012
  • This paper qualitatively analyzes the stereo 3D content factors causing viewer's discomfort. For this, we perform a subjective test that each subject strokes a specific key whenever he or she feels discomfort during watching stereo 3D contents. Also we extract the quantitative values of the factors in the 3D contents to obtain the temporal changes of the factors. Those two sets of data are used to analyze the contents to find the content factors which cause viewer's discomfort. The factors to be considered are the amount and the frequency of the disparity change, story of the contents, situation or environments of a scene, movement and position of the image or camera, color and luminance information as well as disparities themselves. Most researches have dealt with each factor causing viewer's discomfort but this paper focuses on the composite factors rather than each of them. That is, this paper deals with the various strong and weak factors and their composites causing viewer's discomfort in addition to the big disparities which have been mostly so far.

MR Imaging Measurement of the Femoral Anteversional Angle as a PACS Image Viewer (MR 영상에서의 PACS Image Viewer를 이용한 대퇴골 전염각 측정)

  • Kweon, Dae-Cheol;Yang, Sung-Hwan;Park, Peom
    • Journal of radiological science and technology
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    • v.26 no.1
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    • pp.83-89
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    • 2003
  • The accurate measurement of the femoral anteversion is very important to the practice of orthopedic and osteotomy. It is measured by means of the axis of head and neck of the femur and the knee axis. At the present time, widely used computed tomography method of measuring anteversion on femoral necks of patients. Measurement by the manual method and image viewer of computed tomography to determine the anteversion of femoral head were carried out on both femurs. In September and October 2002, 5 patients 28 to 36 years of age were randomly selected from Seoul National University Hospital. The purpose of this paper was to introduce a new method to measure femoral anteversion angle utilizing PACS image viewer program in the MR imaging. Significant difference was observed between the right and left side the image viewer measurement of femoral anteversion. In conclusion, MR imaging very usefulness in the measured the angle of the femoral anteversion.

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A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.