A Study on the Physical Effects in 4D

Similar documents
Interactive Media Artworks as Play Therapy through Five Senses

Exhibition Strategy of Digital 3D Data of Object in Archives using Digitally Mediated Technologies for High User Experience

Performing Art Utilizing Interactive Technology -Media Performance <Silent Mobius>-

Design of background and characters in mobile game by using image-processing methods

GLOSSARY for National Core Arts: Media Arts STANDARDS

Real-time AR Edutainment System Using Sensor Based Motion Recognition

Korean Wave (Hallyu) of Knowledge through Content Curation, Infographics, and Digital Storytelling

Implementation of Augmented Reality System for Smartphone Advertisements

Immersive Real Acting Space with Gesture Tracking Sensors

Projection Mapping Contents Development of architectural heritage

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation

A Proposal about the Method of Image Obfuscation in the Sensitive Area through the Reflection of the Elements of Artistic Sensibility in Smart Devices


Implement of weather simulation system using EEG for immersion of game play

The Analysis of the Media Convergence Ecosystem Value Chain

MOVIE-BASED VR THERAPY SYSTEM FOR TREATMENT OF ANTHROPOPHOBIA

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

Individual Test Item Specifications

The User Activity Reasoning Model Based on Context-Awareness in a Virtual Living Space

Development of IoT based Pier collision Monitoring System

DESIGN STYLE FOR BUILDING INTERIOR 3D OBJECTS USING MARKER BASED AUGMENTED REALITY

Introduction to Virtual Reality. Chapter IX. Introduction to Virtual Reality. 9.1 Introduction. Definition of VR (W. Sherman)

A Study on Imaging Cameras Fire Prevention Solutions Using Thermal

Exploring Surround Haptics Displays

BIM Awareness and Acceptance by Architecture Students in Asia

A Study on Interaction of Gaze Pointer-Based User Interface in Mobile Virtual Reality Environment

Game Design 2. Table of Contents

A Study to Improve the Public Data Management of the City of Busan

RF Monitoring Service Profile Based on AIS Binary Message

AR Tamagotchi : Animate Everything Around Us

Back to the English. Please Your Senses The Age-Old Debate: Books vs. Movies

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa

Holotive Global Business & Products and Contents Introduction. Company Introduction 2017 I

The Use of Avatars in Networked Performances and its Significance

THE IMPACT OF INTERACTIVE DIGITAL STORYTELLING IN CULTURAL HERITAGE SITES

Technology Roadmap using Patent Keyword

STORYTELLING FOR RECREATING OUR SELVES: ZENETIC COMPUTER

Phoenix Puppy: A new concept for the interactive pet simulation game

Mobile Colored Overlays for People with Visual Stress

The Advent of New Information Content

Evaluation of Visuo-haptic Feedback in a 3D Touch Panel Interface

Design of Intelligent Blind Control System to Save Lighting Energy and Prevent Glare

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization

Available online at ScienceDirect. Procedia Computer Science 56 (2015 )

CSC Stereography Course I. What is Stereoscopic Photography?... 3 A. Binocular Vision Depth perception due to stereopsis

scale Sports Performance Arrangement JinLei 2 b *

Augmented Reality Tools for Integrative Science and Arts STEAM Education

Birth of An Intelligent Humanoid Robot in Singapore

Multi-Resolution Estimation of Optical Flow on Vehicle Tracking under Unpredictable Environments

Development of Control Circuit for Detecting CCTV Operation and Failure

Mixed Reality technology applied research on railway sector

Learning Based Interface Modeling using Augmented Reality

A Study on the Components of Visual Perception in. Media Artwork that Increasing Immersion

The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services

9D VIRTUAL REALITY CINEMA

Immersive Simulation in Instructional Design Studios

VIP-Emulator: To Design Interactive Architecture for adaptive mixed Reality Space

Efficiency Analysis of the Smart Controller Switch System using RF Communication for Energy Saving

Reconceptualizing Presence: Differentiating Between Mode of Presence and Sense of Presence

ELG 5121/CSI 7631 Fall Projects Overview. Projects List

Generation of Klobuchar Coefficients for Ionospheric Error Simulation

Development of the A-STEAM Type Technological Models with Creative and Characteristic Contents for Infants Based on Smart Devices

Deriving Strategic Priority of Policies for Creative Tourism Industry in Korea using AHP

The Near Future Design Methodology

Interactive Advertisements in an IoT Era

Force versus Frequency Figure 1.

Are urban park soundscapes restorative or annoying?

Motion sickness issues in VR content

Mindfulness, non-attachment, and emotional well-being in Korean adults

PRE-SHOW MODE SPECIFICATIONS. pre-show mode EXAMPLE APPLICATIONS

Robot Personality from Perceptual Behavior Engine : An Experimental Study

InSciTe Adaptive: Intelligent Technology Analysis Service Considering User Intention

Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera

Physical Presence in Virtual Worlds using PhysX

Signal/Power Integrity Analysis of High-Speed Memory Module with Meshed Reference Plane 1

Study of Deterioration Prediction Model of Water Distribution System Using the Development of Method of the Amend Indirect Condition Assessment

2014 International Urban Media Exhibition & Workshop. Seoul National University Intermedia Lab Seoul, Korea

Head-Movement Evaluation for First-Person Games

2015 Arizona Arts Standards. Media Arts Standards K - High School

A Study on the Preservice Teacher's Creativity Education for the Integration Talent Education

Envision original ideas and innovations for media artworks using personal experiences and/or the work of others.

The Autonomous Performance Improvement of Mobile Robot using Type-2 Fuzzy Self-Tuning PID Controller

Virtual Reality. A Unique Selling Strategy for International Markets

A Kickball Game for Ankle Rehabilitation by JAVA, JNI and VRML

Paper Body Vibration Effects on Perceived Reality with Multi-modal Contents

Luchs and Adams It s a Comic Life

A Brief History of Stereographs and Stereoscopes *

Contents. Sports. Extreme Dare to Jump? 8. Equipment Getting Ready for Formula People The Greatest of All Time 28

2. Overall Use of Technology Survey Data Report

NEXT-GENERATION AUDIO NEW OPPORTUNITIES FOR TERRESTRIAL UHD BROADCASTING. Fraunhofer IIS

(JBE Vol. 17, No. 6, November 2012) a), A Study on the AM/FM Digital Radio for Practical Use Based on DRM and DRM+

Motivation and objectives of the proposed study

Application of 3D Terrain Representation System for Highway Landscape Design

Visual Arts What Every Child Should Know

Presence as a Sense of Place in a Computer Mediated Communication Environment Stef Nicovich,

By: Celine, Yan Ran, Yuolmae. Image from oss

Spatial Interfaces and Interactive 3D Environments for Immersive Musical Performances

it has had almost 70 decades worth of workshops, each hosted in a small rural town of

Video formats for VR. A new opportunity to increase the content value But what is missing today? MPEG workshop on Immersive media Jan.

Transcription:

, pp.9-13 http://dx.doi.org/10.14257/astl.2014.77.03 A Study on the Physical Effects in 4D SooTae Kwon 1, GwangShin Kim 2, SoYoung Chung 3, SunWoo Ko 4, GeunHo Lee 5 1 Department of SmartMedia, Jeonju University, Korea, kstfms@jj.ac.kr 2 Smart Space Culture Technology Research Center, Jeonju University, Korea, algopa7@naver.com 3 Smart Space Culture Technology Research Center, Jeonju University, Korea, csy9436@jj.ac.kr 4 Department of SmartMedia, Jeonju University, Korea, godfriend@jj.ac.kr 5 Department of SmartMedia, Jeonju University, Korea, ghlee@jj.ac.kr Abstract. Since the stereoscope invented by Wheatstone, stereoscopic pictures have been entering into a new era. And, there are many attempts to create emotional contents that respond to human emotion such as 3D film. A 4D is an entertainment presentation system combining a 3D film with physical effects that occur in synchronization with the film. The purpose of this paper is to analyze the physical effects for improving of presence in the 4D. Keywords: 4D, Physical Effects, Presence, Reality, Experiment. 1 Introduction Human has been trying continuously to expand their ability of perception based on the senses and developed from a radio to 3D which provides viewers with images closer to the real world and viewers, main agents which experience, show response nearly close to actual experience. And, in the present research, a presence is conceptualized as sensation of being sucked into the scene viewer s watch with no awareness of 3D image. Many researchers have studied a presence which is defined as the subjective experience of being in one place or environment, even when one is physically situated in another. Cho [1] explained experience, affect factors and psychological effect of presence as user s personal experience with 3DTV. Keum [2] investigated the influence of 2D and 3D on individuals presence, identification, enjoyment and liking through the contrast experiment between the movie Avatar s 3D and 2D viewers. Kim and Yoon [3] studied the subjectivities of audiences attitude, and meaning of 3D media by Q methodology, and found 4 factors regarding the experience of 3D presence. Lee [4] explained the presence s types, conception, factors and effects. Lee [5] investigated what viewers characteristics affect when they experience 3DTV and 3D virtual world and what presence effects are. Recently, there are many attempts to create emotional contents that respond to human emotion such as 4D. A 4D is an entertainment presentation system combining ISSN: 2287-1233 ASTL Copyright 2014 SERSC

a 3D film with physical effects that occur in synchronization with the film. Because physical effects can be expensive to install, the 4D is most often presented in custombuilt theatres at special venues such as theme parks and amusement parks. Effects in the 4D may include vibration, air jets, water sprays, and leg and back ticklers. Hall effects may include smoke, rain, lightning, air bubbles, special smells, and preshow space. Despite the growth of 4D technology, the effects of such contents which help users to be more immersed into the contents or give users more fun have not been studied extensively. The technology for improving the presence means how to form and to maintain the unity of consciousness and experience for audience in the 4D, and that is related with storytelling, software, hardware and 4D effect design. And, a wide variety of devices that the audience can be immersed in the story should be reflected in the contents production and operation. Thus, the purpose of this paper is to analyze the physical effects (seat effects, film, preshow) for improving the presence in the 4D. 2 The Analysis of Experiment The 4D technology consist of preshow, film representation, simulator, effect design, sensation, and system integration. Among them, we investigated whether 4D effects and preshow affect the user s presence. And we used the data mining technique to find the significant factors about a preference for effects. The experiment is conducted on 61 participants by using the 4D of jeonju university, which is composed of 4 seats with 13 effects, 99 inch silver screen, HD project, audio with 5.1 channel, and control system. Also, we used the 3D film (Himalayazone), and the run time of the film is 10 minutes (5 minutes for preshow and 5 minutes for mainshow). The questionnaire is composed of 10 questions for satisfaction and preference according to the effects (3D film, preshow, seat) After the experiment had been conducted, we asked the participants to rate on a five-point scale if they felt fun according to the seat effects. The results show that participants feel more fun on the neck air blast, seat back vibrator and seat bladder among seat effects as depicted in Figure 1. 10 Copyright 2014 SERSC

Fig. 1. Satisfaction of fun according to seat effects And, we asked the participants to rate on a seven-point scale if they felt presence according to sensibility, reality and immersion. The preshow & 4D effects showed the highest rate in all areas except reality as depicted in Figure 2. 3D film showed the lowest rate in all areas. And 4D effects showed more higher level than preshow & 4D effects in reality. The results demonstrate that the preshow is the important facility in the 4D theater for improving the presence. Fig. 2. Presence according to sensibility and immersion To get some more useful information, we use the data mining analysis that is the process of posing various queries and extracting useful information, patterns and trends often previously unknown from a data set. Particularly, the decision tree technique that is used extensively for classification, is carried out to find significant factors about a preference for effects using the SAS E-miner The results show that the presence is positively related to the effects as depicted in Figure 3. Respondents who gave sensibility rate less than 1.5 experienced the 3D film. Also respondents who gave immersion rate less than 5.5 and sensibility level 2.5 up to 3.5 were likely to experience preshow & 4D effects. Moreover respondents who had reality rate less than 5.5 and sensitivity rate more than 3.5 were likely to experience 4D effect. Copyright 2014 SERSC 11

Fig. 3. Relation between presence and contents And, there is no significant result between seat effects and contents as depicted in Figure 4. Fig. 4. Relation between seat effects and contents The further research needs to consider the integration of storytelling, software, hardware and 4D effect design for improving the presence. 12 Copyright 2014 SERSC

References 1. Eun Joung Cho: A Study on Presence Perception Tendency of Stereoscopic Program. Thesis, Dept. of Journalism & Mass Communication, Sungkyunkwan University (2010) 2. Hee Jo Keum: 3D Effects: Presence, Identification and Enjoyment of the Movie Avatar. Korean Journal of Journalism & Communications Studies, vol. 54, no. 4, 27--48 (2010) 3. Hung Kyu Kim, Yong Phil Yoon: A Study on the Subjective Typology of Stereoscopic Presence. Korean Journal of Broadcasting & Telecommunications Research, vol. 71, 164-- 204 (2010) 4. Kwan Min Lee: Why Presence Occurs, Evolutionary Psychology, Media Equation, and Presence. Presence - Teleoperators and Virtual Environments, vol. 13, no. 4, 494--505 (2004) 5. Ok Ki Lee: The Research on Users Experience Using 3D Image by Medium. Journal of Communication Science, vol. 11, no. 1, 329--70 (2011) Copyright 2014 SERSC 13