• Title/Summary/Keyword: viewer

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A Study on the Viewing Attitude and Intention for Perceived Usefulness and Ease of use of Terrestrial UHD Broadcasting - Center for Extended Technology Acceptance Model(ETAM)- (지상파 UHD 방송에 대한 인지된 유용성과 용이성이 시청태도 및 의향에 미치는 영향에 관한 연구 - 확장된 기술수용모형(ETAM) 중심으로 -)

  • Chun, Byung-Jong;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.413-424
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    • 2017
  • This research was conducted to find out about the effects of a perceived usefulness and a perceived ease of use on the viewer's attitude and their intention to use of the Terrestrial UHD Broadcasting. The survey was conducted with 191 respondents while innovativeness, relative advantage, active engagement, accessibility and affinity were considered as the external variables for this research. As the result shows, the external variables that affect the perceived usefulness are affinity, relative advantage, and innovativeness. However, it was confirmed that the accessibility has no major effect on the perceived usefulness. Among the external variables, the innovativeness has the highest level of effectiveness on the perceived usefulness of UHD broadcasting. Relative advantage, active engagement, and affinity were followed in orderly fashion. Especially, the perceived ease of use on UHD broadcasting has a major effect on the perceived usefulness. Also, the perceived usefulness affects the viewers' attitude and their intention to use. And the research verified that there is no correlation between the perceived ease of use vs. attitude and between attitude vs. intention to use. Therefore, we can safely say that the perceived usefulness of UHD broadcasting has main effects on viewers' attitude and their intention to use of UHD broadcasting.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Developing a Hybrid Web-based GIS for Improving Access to Distributed Spatial Data and Spatial Modeling Tools (분산형 공간모델링을 구현하기 위한 하이브리드형 웹기반 GIS의 개발)

  • Jun, Byong-Woon;Park, Chan-Suk;Jo, Myung-Hee
    • Journal of the Korean Association of Geographic Information Studies
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    • v.3 no.2
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    • pp.61-72
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    • 2000
  • The maturation of the Web technology has reshaped the ways in which data are accessed, disseminated, and shared. Thanks to its popularity along with the advance of spatial information technology, four major changes have been further made in traditional geographic information systems (GIS) in relation to access to data, distribution of data, access to GIS functionality, and visualization of multimedia data. Although access to and dissemination of spatial data over the Web has in recent years been addressed in the literature, little research effort has addressed the issue of access to and processing of GIS analysis functions over the Web. This research explores the potential use of Web-based GIS in improving accessibility to distributed spatial data and spatial modeling tools. A prototype Web-based GIS developed in this study focuses on Web-based location-allocation modeling for spatial decision support, and employs a hybrid approach that uses the Arc/Info software as a GIS server and CGM viewer as a client-side plug-in. This research shows that Web-based GIS is a useful vehicle in conducting spatial modeling in the particular user community. In addition, this study represents the possibility of Web-based GIS in developing open spatial decision supporting systems.

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Robust and Blind Watermarking for DIBR Using a Depth Variation Map (깊이변화지도를 이용한 DIBR 공격의 강인성 블라인드 워터마킹)

  • Lee, Yong-Seok;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.845-860
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    • 2016
  • This paper proposes a digital watermarking scheme to protect the ownership of the freeview 2D or 3D image such that the viewer watches the image(s) by rendering a arbitrary viewpoint image(s) with the received texture image and its depth image. In this case a viewpoint change attack essentially occurs, even if it is not malicious. In addition some malicious attacks should be considered, which is to remove the embedded watermark information. In this paper, we generate a depth variation map (DVM) to find the locations less sensitive to the viewpoint change. For each LH subband after 3-level 2DDWT for the texture image, the watermarking locations are found by referring the DVM. The method to embed a watermark bit to a pixel uses a linear quantizer whose quantization step is determined according to the energy of the subband. To extract the watermark information, all the possible candidates are first extracted from the attacked image by considering the correlation to the original watermark information. For each bit position, the final extracted bit is determined by a statistical treatment with all the candidates corresponding that position. The proposed method is experimented with various test images for the various attacks and compared to the previous methods to show that the proposed one has excellent performance.

Three Dimensional Curvature Analysis of Femoral Shaft Bowing based on CT Images (CT 영상을 이용한 대퇴체부 휨의 3차원적 곡률 분석)

  • Lim, Ki Seon;Oh, Wang Kyun;Lee, Tae Soo
    • Journal of the Korean Society of Radiology
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    • v.7 no.5
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    • pp.313-320
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    • 2013
  • For some patients with joint illnesses such as rheumarthritis or varus deformity, the total knee arthroplasty (TKA) procedures are performed. However, when inserting metal cutting guide for the procedures, due to the femoral shaft bowing, complications such as the cortex of the femoral shaft damages or secondary fractures can be caused. If the central coordinate value of the femoral shaft is known, the metal cutting guide could be inserted into the anatomical center, so such complications can be prevented. In this study, CT images of femoral shafts of 10 individuals in the experiment group who are in need of receiving the total knee arthroplasty procedures and those of 10 individuals in the control group without illness in the femoral shaft have been utilized to locate the 3-dimensional coordinate values. Then, Matlab was utilized to identify the central coordinate value in order to obtain a graph reflecting the anatomical shapes as well as to acquire the 3-dimensional radial curvature values by section. As a result, the average curvature range and standard deviation of femoral shafts of the experiment group was determined to be $758.15{\pm}206.3mm$ whereas the that of the control group was determined to be $1672.97{\pm}395.6mm$. The statistical significance of the measured results was verified through f-distribution analysis. Based on these results, it was verified that the level of curvature of the femoral shaft of the experiment group was higher. If the anatomical central points are located and analyzed using this methodology, it would be helpful in performing orthopedic operations such as the total knee arthroplasty.

A Comparative Case Study of Factors Determining Documentary Films' Success :Focusing on "My Love, Don't Cross That River" and "Two Doors" (다큐멘터리영화의 성공을 결정짓는 요인에 관한 비교사례연구 -<님아, 그 강을 건너지 마오>와 <두 개의 문>을 중심으로)

  • Im, So-Yeon;Lee, Yun-Cheol
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.503-517
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    • 2017
  • After a few recent documentary films had commercial success, factors for their success are getting attention. This paper explores the factors of the financial success of two documentary films. "My Love, Don't Cross That River" gained extended popularity with its universal message, and "Two Doors" conveyed a poweful political message. This paper conducted a case study by inteviewing production directors and distribution managers. Analysis was based on the three categories suggested by Litman and Kohl(1989): creative sphere, distribution-scheduling release pattern, and marketing efforts. Findings present the common factors of the two movies' success in the following areas: persons and events showing a powerful reality, a message with new and fresh insight, artistic quality, distribution strategy with timely scheduling, release time (period), public relations, and advertising.. In addition, "My Love, Don't Cross That River" was helped by a sufficient budget for scheduling/releasing and advertising. Its wide-release stratergy worked as well. "Two Doors" was aided by the government support for release and by the special factor called 'Participating viewer'. By examining the factors of documentary films' commercial success, this study has an implication for the popularization of documentary movies by indicating how to strategically apply relevant factors.

A Study on the Characteristic of Indoor Green-Wall Design - With Focused on Preference of Emotional Image Language - (실내 벽면녹화디자인 특성 연구 - 감성이미지 언어에 따른 선호도를 중심으로 -)

  • Lee, Ji-Hyun;Jang, Young-Soon
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.593-604
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    • 2011
  • This study examines potential growth and different perspectives on green-walls, which are being re-evaluated recently. The aim is to identify the viewer preferences concerning the walls by collecting a wide spectrum of information to create an interior design related comprehensive and intellectual database. Also based on this proposition, choosing a green surface of indoor wall as a specific example stimulus, identifying a relationship betweeationsviewer's preference factors. The relationship will formulate detailed and absolute qualities, which will reach potential areas that the green walls can be widely applied in. As a result of a factor analysis, the viewers classified into the 3 factors as is pleasant, gorgeous and rich about the stimulus. Preferred key factors, which are closely related to emotional image language, were; cool, tidy, comfortable and beautiful. The common factors in preferred design stimulus, in order of importance are color>elements>image/form/plants. Specific levels of design factors according to relevance are contrast>furniture> modern>central/creeper foliage plants. In the meantime, this study is leading the process of quantitative measurement of green-walls to a new design direction and it is critical to consistently experimenting to back up the theory with solid evidence.

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Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement (시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.207-220
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    • 2013
  • For video reality improvement, there has been much advancement in the methods of providing visual, auditory, and tactile information. On the other hand, there is little research on olfaction for video reality because it is difficult to define and knotty to manipulate. As a first step for video reality improvement using olfactory information, this research investigated users' acceptability of smell when they watch videos of various kinds and then classified the video clips based on their acceptability of different criteria. To do so, we first selected three questions of whether the scene in the video appears to have an odor (odor presence), whether a matching odor is likely to improve a sense of reality (effect on sense of reality), and whether s/he would like a matching odor to be present (preference for the matching odor). Then after collecting 51 video clips of various genres that would receive either high or low ratings for the questions above, we had participants to watch the videos and rate them for the above three questions on 7-point scale. For video classification, we paired each two questions to construct 2D space to draw scatterplot of video clips where the scales of the two questions represent X or Y axis. Clusters of video clips that locate at different quadrants of the 2D space would provide important insights in providing olfactory information for video reality improvement.

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A Study on the Implementation of Indoor Topology Using Image Data (영상 데이터를 활용한 실내 토폴로지 구현에 관한 연구)

  • Kim, Munsu;Kang, Hye-Young;Lee, Jiyeong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.34 no.3
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    • pp.329-338
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    • 2016
  • As the need of indoor spatial information has grown, many applications have been developed. Nevertheless, the major representations of indoor spatial information are on the 2D or 3D, recently, the service based on omni-directional image has increased. Current service based on omni-directional image is used just for viewer. To provide various applications which can serve the identifying the attribute of indoor space, query based services and so on, topological data which can define the spatial relationships between spaces is required. For developing diverse applications based on omni-directional image, this study proposes the method to generate IndoorGML data which is the international standard of indoor topological data model. The proposed method is consist of 3 step to generate IndoorGML data; 1) Analysis the core elements to adopt IndoorGML concept to image, 2) Propose the method to identify the element of ‘Space’ which is the core element of IndoorGML concept, 3) Define the connectivity of indoor spaces. The proposed method is implemented at the 6-floor of 21centurybuilding of the University of Seoul to generate IndoorGML data and the demo service is implemented based on the generated data. This study has the significance to propose a method to generate the indoor topological data for the indoor spatial information services based on the IndoorGML.

The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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