Mobile shoppers have encountered frequent color mismatch in the products that they have purchased, as they can only rely on their sense of sight. Therefore, fabric color and color difference recognized by smartphone display during mobile shopping were studied using instrument analysis method. It aimed to gather precise information on actual fabric color understanding of the mobile shoppers purchasing textile products. Three smartphones were selected from LG, Samsung, and Apple companies, and four colors were researched (red, yellow, green and blue) to both polyester and wool test fabrics for color analysis though color measuring instruments. The results from the spectrophotometer indicated that the color coordinate location of smartphone fabric color is similarly distributed regardless of the type of fabric. The Samsung smartphone displays a relatively high color chroma (especially on red-colored fabric) regardless of the type of fabric due to a high color reproduction range. In contrast, the LG smartphone, which has high color temperature, displays high color chroma on the blue colored fabric with a significant color mismatch between the actual fabric color and smartphone fabric color. From the results of this study, issues related to mobile shopping can be addressed through an analysis of the products sold, the smartphone’s color representation, and user understanding.
This paper attempts to bring the rather dated concept of Cultural Capital (CC) from the sociology literature to luxury retailing; it argues that Visual Merchandise Display (VMD) can enhance the consumers’ intentions to purchase luxury brands but this influence is stronger for consumers with higher CC than for those with lower CC. In particular, we develop a psychometric scale to measure CC and empirically and quantitatively investigate in two experiments the impact of VMD on consumer purchase intentions and the moderating role of CC.
Walking first into TK Maxx and then into Harvey Nichols, one could assume that brand perceptions are affected not by the merchandise but rather by the store environment and particularly the way in which the products are visually presented to the consumers. In 2013, Karen Miller announced a substantial remodelling of its stores, including a change in their look to communicate ‘affordable luxury’ (Felsted, 2013). Although the luxury marketers seem to understand the importance of the display in influencing consumer perceptions, academics yet admit to knowing very little about the role of visual merchandising and display on the mechanisms of luxury brand consumption (Joy, Wang, Chan, Sherry, & Cui, 2014).
Emerging research in the luxury retailing literature focuses on and explores qualitatively the role of ‘museological’ product presentation techniques in building and sustaining a luxury brand image (Dion & Arnould, 2011; Joy et al., 2014). However, till now, it has not considered that people can differ in their ability (i.e., ‘connoisseurship’) to decode and appreciate such display techniques, which often require substantial investment in fixtures, expensive materials, or complicated designs or architecture.
This paper argues that the success of many newly introduced marketing communication techniques, including the tendency of contemporary branding to ‘subtly’ communicate the understated cleverness of a brand, can be subject to the consumers’ level of CC. CC refers to human culture and constitutes an individual characteristic that encompasses consumer’s intangible cultural assets and resources, such as knowledge, personality traits, and values, which manifest via consumers’ lifestyle choices and affect the way they think and act (Bourdieu, 1984; Blackwell, Miniard, & Engel, 2001). We argue that in luxury retailing, where ‘brand museums’ (Hollenbeck, 2008), ‘museological’ product presentation techniques or simply ‘museum like displays’ (Joy et al., 2014) and collaboration with contemporary artists and creative directors (Dion and Arnould, 2011) have been pointed out as new formats of in-store communication, CC can play a crucial role in explaining whether and how much consumers’ purchases can be actually affected.
The marketing literature, to date, however, misses a contemporary continuous measure to assess consumers’ CC. In their effort to avoid limitations embedded in prior conceptualisations of CC— which mostly concern its supposed static and inherited nature (McQuarrie, Miller, & Phillips, 2013) —, many studies of consumer behaviour tend to assess CC qualitatively and set criteria to dichotomise a sample into two groups who are somewhat arbitrarily classified as people with either high or low CC; or, they only approximate CC by assessing the participants’ knowledge in a specific field of consumption, which is often a crude proxy for CC and pre-supposes the consumers’ interest-involvement in the investigated field of consumption (McQuarrie et al., 2013). For example, the literature on luxury brands tends to replace CC with fashion knowledge (e.g., Berger & Ward, 2010). Nevertheless, the researchers recognise this replacement as a limitation of their studies and a poor operationalisation of the concept of CC (Berger & Ward, 2010).
The present research has three objectives. First, rather than dichotomising people into high and low CC groups, it acknowledges CC as a continuous variable and develops a contemporary psychometric scale to measure the extent to which people within the same culture differ in it. Second, it aims to provide a conceptual framework for understanding a set of mechanisms that explain how consumers’ purchase intentions for a luxury brand can be affected by specific VMD cues which are used for displaying it. Last and more importantly, we want to validate the newly introduced scale in a final experiment that tests whether the process whereby VMD indirectly increases the purchase intentions for luxury brands, depends positively on the consumer’s CC.
The first study, which incorporates a qualitative inquiry as well as a purification and a validation study and uses multiple samples, succeeds in developing and validating a psychometric CC scale. In the second study, by conducting an experiment, we develop a model which explains how a combination of specific high-image VMD cues that form a museum-like display affects the consumers’ luxury brand purchase intentions by increasing consumers’ perceptions of luxury and by decreasing their perceived personal risk. This study’s model is, then, re-estimated in the final study after introducing into it the measure of CC. In this experiment, the strength of the basic relationships was found to be contingent on CC, suggesting that consumers with higher CC tend to be more strongly influenced by the store environment cues. Although we recognise that for many consumer behaviour studies in the marketing literature, consumers’ knowledge in fashion represents sufficiently well the concept of CC (e.g., Berger & Ward, 2010; McQuarrie et al., 2013; Parmentier, Fischer, & Reuber, 2013), we show that this might not be the case in the context of store atmospherics. In particular, we test the influence of both CC and fashion knowledge by introducing them together into the same model. Interestingly, CC is found to behave differently and to some extent oppositely to fashion knowledge in influencing consumers’ store-induced perceptions and purchase intentions for the luxury brand on display.
The identification of specific VMD cues that form what the luxury retailing literature rather vaguely describes as a ‘museological presentation’ and the measurement of their combined effect as a ‘museum-like display’ on the consumer’s perceptions and behavioural intentions can have important implications for both the offline and online retailers. Our findings can also inform the contemporary brand communication methods, such as the brand’s representation in social media (e.g., in pinterest). Moreover, the measurement of consumer’s level of CC can allow brand managers and retailers to identify receptive segments and make more efficient resource commitments to VMD. Investment in VMD elements can then be better matched to the anticipated target market to avoid either over- or under spending on it. Sales forecasts can also become more accurate if CC could be assessed and considered along with the employed in-store and digital product presentation methods.
In this paper, we developed 3D games which use lip-motion input device and displayed it on a non-glass 3D display using integral video method. The games called Jenga and Cubes are developed by using unity3D. Potential immersion and usability of games displayed by integral video method is experimentally tested. Experiment participants played the test games and are surveyed to measure immersion and potential usability. In this survey, the immersion scored 3.83 out of 5 in average, and we confirmed relatively higher satisfaction than 2D display. Positive results on implementation of non-glass 3D display on game contents are obtained from the experiment and survey.
투과와 반사 타입의 네 가지 홀로그램을 동일한 공간에서 촬영할 수 있는 하이브리드 기록 시스템에 대해 연구하였다. 하이브리드 기록 시스템은 빔 스프린트와 스페셜 필터, 셔터를 적재적소에 설치해 간섭무늬를 만드는 빛 의 경로를 변화시켜 홀로그램을 촬영할 수 있게 했다. 기록 시스템은 노광 공간을 최소화 하였고 홀로그램 카메라로 적용할 수 있게 했다. 프레넬 홀로그램은 오브젝트를 좌우 방향에서 조명하여 고효율의 입체 영상이 표시되게 제작했 다. 리프만 홀로그램은 프레넬 홀로그램에서 공액으로 재생 된 실상을 이용하여 촬영했다. 데니슈크 홀로그램은 기록 재료의 뒷면에 오브젝트를 설치하여 노광했다. 기록재료는 빔 스프린터의 역할을 했다. 하이브리드 기록 시스템은 네 가지 홀로그램을 독립적이고 유기적으로 제작하기에 적합하였다. 한 대의 레이저로 구성 된 하이브리드 기록 시스템 에 의해 안정적으로 프레넬 홀로그램, 리프만 홀로그램, 데니슈크 홀로그램을 제작하기에 적합하였다. 하이브리드 기 록 시스템을 도입하여 투과와 반사 타입의 홀로그램을 제작 할 수 있었고 홀로그램 카메라로 실현 가능하다는 것을 확인하였다.
경운기 시뮬레이터 운전자가 가상환경에서 교육에 몰입할 수 있도록 현실세계에 가상 물체를 겹쳐 보 여주는 증강 현실 기술을 구현하였다. 3D 카메라 입력 장치로부터 초당 30 frame 이상 속도로 경운기 모의 운전 장치의 영상을 획득한다. 획득된 현실 영상을 크로마키 처리하여 가상 현실과 결합하였다. RGB 영상의 HSI 변환 실험결과 색상 최대값 0.52, 최소값 0.153, 채도 최대값 0.57, 최소값 0.16, 명 도 최대값 1, 최소값 0.12이 크로마키 처리를 위해 최적값이었다. 본 연구에서는 키패드를 이용하여 크 로마키 처리된 현실 영상의 위치를 전·후·상·하·좌·우를 버튼으로 조정하여 초기 결합위치를 조정 할 수 있고 최종 조정된 값은 저장하여 유지 관리되도록 하였다. 이를 토대로 초당 30프레임 이상의 속 도로 가상현실과 크로마키 처리 영상을 결합한 증강현실 구현이 가능함을 보였다.
MTO (Make to Order) is a manufacturing process in which manufacturing starts only after a customer’s order is received. Manufacturing after receiving customer’s orders means to start a pull-type supply chain operation because manufacturing is performed when demand is confirmed, i.e. being pulled by demand (The opposite business model is to manufacture products for stock MTS (Make to Stock), which is push-type production). There are also BTO (Build to Order) and ATO (Assemble To Order) in which assembly starts according to demand. Lean manufacturing by MTO is very efficient system. Nevertheless, the process industry, generally, which has a high fixed cost burden due to large-scale investment is suitable for mass production of small pieces or ‘mass customization’ defined recently. The process industry produces large quantities at one time because of the lack of manufacturing flexibility due to long time for model change or job change, and high loss during line-down (shutdown). As a result, it has a lot of inventory and costs are increased. In order to reduce the cost due to the characteristics of the process industry, which has a high fixed cost per hour, it operates a stock production system in which it is made and sold regardless of the order of the customer. Therefore, in a business environment where the external environment changes greatly, the inventory is not sold and it becomes obsolete. As a result, the company’s costs increase, profits fall, and it make more difficult to survive in the competition.Based on the customer’s order, we have built a new method for order system to meet the characteristics of the process industry by producing it as a high-profitable model. The design elements are designed by deriving the functions to satisfy the Y by collecting the internal and external VOC (voice of customer), and the design elements are verified through the conversion function. And the Y is satisfied through the pilot test verified and supplemented. By operating this make to order system, we have reduced bad inventories, lowered costs, and improved lead time in terms of delivery competitiveness. Make to order system in the process industry is effective for the display glass industry, for example, B and C groups which are non-flagship models, have confirmed that the line is down when there is no order, and A group which is flagship model, have confirmed stock production when there is no order.
Recently, Product-Service System(PSS) is a rising paradigm that enables integration between products and services offering. Also, academic interests for product-service design using the house of quality (HOQ) have been emerged. the engineering characteristics of the HOQ are usually extracted by experts. However, as the new technologies were merged, it was difficult to find the optimum expert for extracting the engineering characteristics in the fusion technology. Therefore, this paper applies the topic modeling technique using patent data to extract the engineering characteristics which considers not only products features but also services characteristics. Also, a case study demonstrates the usefulness of our approach with augmented reality-head mounted display. It was conducted to make the HOQ with distinct four steps. First, the customer needs were collected through the latest device review from website and grouped into the representative customer needs. Second, the engineering characteristics of the augmented reality-head mounted display were extracted by using the US patent data of augmented reality head mounted display through the topic modeling technique. Third, the correlation degree of product - service characteristics was drawn by using the extracted topic’s cosine similarity. Finally, the relationship matrix of customer needs and engineering characteristics was filled with experts. After which we suggest product-service business concepts from HOQ. Main advantage is appeared from the result of this research paper is that it can provide the business concepts of the integrated product-services to reflect the customer requirements. This business concepts are utilized for the early phase in R&D planning.
The purpose of this study was to examine the effects of display on time on tasks and virtual presence in the immersive virtual reality. Head mounted display (HMD) and monitor conditions were compared when the participants were asked to complete navigation tasks in a virtual classroom. Time on tasks and virtual presence were measured. Three factors of the virtual presence were applied as dependent variables such as 1) spatial presence, 2) involvement, and 3) realness. The results showed that HMD condition took longer time to finish tasks than monitor conditions. HMD condition showed significantly higher perception from all of the virtual presence factors. Interestingly, there was a significant interaction effect between the display conditions and presence factors. The relationship between display types and virtual presence factors were discussed for future study.
The recent development of modern weapon system by SOS (System of System) has required users to have more exact decision making. It is possible to achieve the control of complex weapon system more efficiently and effectively by increasing usability. Accordingly, many studies on graphical display have been conducted for several years in the field of HCI (Human Computer Interaction) and GUI (Graphic User Interface), starting from its design stage. Therefore, this paper focuses on evaluating the system GUI usability and analyzing several important points based on performance model, which is a tool for the evaluation and the improvement of service quality. Performance Model, the main focus of this study, reflects user expectations (which is defined as user importance in this paper). The study consists of four steps. First, 34 checklists are drawn from the existing studies related to GUI usability evaluation by using a heuristic method, and then the checklists are matched with 11 weapon system design factors. Next, the study evaluates the importance of GUI element and the usability of weapon system “A” with the checklists twice respectively. Third, the performance of user importance (Pi) and the performance of usability (Pu) are calculated by modifying a numerical formula for normalization in this step. Finally, the study compares the approach it takes and the existing usability evaluation method, demonstrating that there is a significant difference between the two methods as a result. In addition, 4 improvement factors are suggested for weapon system “A” as “Shortcut” and “Description of Abbreviation,” and so on. Although it is necessary to conduct more studies for higher reliability and validity of the results, this study is meaningful considering it takes a new point of view.
This study samples the content of posts of display-related information posted on social networking services to clarify the in-store display requirements that influence the strength of response by SNS users. The data was found using the submission history of “Minrepo,” a social networking service used for marketing research by DOCOMO Insight Marketing, Inc. In this analysis, we presented the theme “please show us displays you thought were interesting on streets or in shop windows,” and gathered posts relating to this subject in content. The theme was presented for two weeks in June and July 2015 respectively, with 91 posts gathered. These explanatory variables, which were related to the format of the comment and the photographic content (display theme), and acquisition number of “likes” were clarified using a regression model of explained variables, which in this case was Poisson regression modeling (de Vries, Gensler, & Leeflang, 2012) assuming distribution of Poisson. As a result of the analysis, the following were established as comments that easily elicited a sympathetic response and are exhibit requirements of the displays: (1) In terms of comment format, “attaching lots of photographs,” “including exclamation marks,” and “including a mixture of both negative and positive comments” easily elicited a sympathetic response from the reader, (2) in terms of the content of attached photographs, exhibits with the keywords “season,” “mass display,” “fresh foods,” “character,” “sweets,” “variety,” and “local foods” similarly gained a sympathetic response, while (3) on the other hand, the standard shelving and mass display just of packaged foods as well as specialized exhibits of particular products were not popular. These findings suggest the following two points: (1) it is possible that pre-existing forms of special displays (the mass display of specific products) will not suffice to make a product more than something that is just bought and into a topic of news, (2) while it is obvious for most retailers selling packaged foods, manufacturers and wholesalers offering products and supporting exhibits within stores, should also try to make instore displays that takes the above mentioned contents into account.
It is very important for the competitiveness and sustainable management of enterprises that the rapid changes in the managerial environments quickly and accurately are responded. For example, the large-scale investment accompanied by bad alternatives in accordance with misunderstanding of the managerial environments yields the huge cost and effort to modify and improve. In firm management, the quality of products and the productivity are influenced by changes of the endogenous factors yielded in manufacturing process and the exogenous factors as market, etc. These changes include not only changes in 4M (man, machine, material, method) but also those in the market, competitors, and technologies in the process of commodification, i.e., first, such disturbances make dispersion of the process big and odd. By Shewhart chart it can be checked that the process monitored is control-in or out. Business administration executes activities for input stabilization by monitoring changes in 4Ms, comparing with the standards, and taking measures for any abnormality. Second, TRM (technology road map) is to prospect product deployment and technological trend by predicting technologies in the competitive environment as the market, and to suggest the future directions of business. So, TRM must be modified and improved according to DR (design review) stages and changes in mass-production like input material change. Therefore, a role of TRM in input stabilization for reducing cost and man-hour is important.
This study purposed to suggest that the environment changes are classified into endogenous factors and exogenous factors in production process, and then, quality and productivity should be stabilized efficiently through connection between TRM and input stabilization, and to prove that it is more effective for the display industry to connect TRM with input stabilization rather than to use TRM separately.
입체 시각 피로는 3D 영상의 확산을 방해하는 가장 주된 요인으로 알려져 있다. 입체 시각 피로는 수렴과 조절의 불일치에 의하여 유발되는 것으로, 이 현상은 양안 시차를 포함하는 영상을 3D 디스플레이로 제시하는 경우 자극에 의하여 유발된 수렴 거리가 물리적인 조절 거리와 불일치하여 발생한다. 이는 실감을 증진시키기 위하여 입체 자극을 사용하는 경우 언제나 입체 시각 피로를 유발할 가능성이 있음을 의미한다. 따라서 입체 시각 피로를 감소시키기 위하여 직접적인 원인을 제거하려는 노력뿐만 아니라 이를 간접적으로 감소시키기 위한 노력 역시 필요하다. 이런 관점에서 본 연구는 입체 시각 피로에 영향을 미칠 가능성이 높은 상대적 시차, 시청 거리, 시청 방위 요인이 주관적 입체 시각 피로에 미치는 영향을 측정하고 입체 시각 피로를 최소화하기 위한 각 요인의 수준을 알아보고자 하였다. 그 결과 참가자들이 입체 시각 피로를 보고하는 경우는 상대적 시차의 교차 시차 크기가 7분 22초를 넘어설 때, 그리고
수직 시야각이 15도 보다 클 때라는 것을 확인하였다.
국제 수로기구(IHO)에서는 해양분야에 범용으로 사용 가능한 국제 GIS 표준으로 S-100 표준규격을 채택하였다. 이에 따라 GIS 표준기술 기반의 차세대 항행정보 지원시스템에 대한 기술이 개발되고 있으며, 현재 CCTV 영상에 항행정보를 덧입혀 항행에 지원할 수 있는 증강현실 기반의 항행정보시스템이 개발되고 있다. 이에 본 연구에서는 이 시스템을 효과적으로 지원할 수 있는 방안으로 투명 디스플레이에서의 적용을 고려하였다. 투명 디스플레이 적용 시 시계확보를 위한 광각 렌즈사용으로 인한 영상왜곡, 사용자 위치에서의 CCTV 영상과 투명 디스플레이 투영 이미지의 불일치로 인하여 사용자가 실제 바라보는데 이질감이 발생하므로, 이를 해결하기 위한 시계정합 및 영상보정 방법에 대한 연구를 진행하였으며, 이를 프로토타입으로 개발하여 기술적용의 가능성을 입증하였다.
Global interest in smart-wear has risen rapidly in the 21stcentury. “Smart-wear” is one application of intelligent textiles and refers to all clothes made with intelligent textiles (or those that are a convergence). New developments represent a positive opportunity for the fashion industry to integrate new technologies to evolve. Smart-wear also includes wearable computers or digital clothing defined as “garment-integrated devices which augment the functionality of clothing, or which impart information-processing functionality to a garment”. The garment is an ideal interface medium between humans and electronic products due to interaction and technologies in the fashion industry. Smart-wear represents the future of both the textile/clothing industry and electronic industry.
Smart-wear for transformable garments allow the conversion of aesthetics and functionality into multiple looks and functions that satisfy various user needs and wants. Smart-wear offers a potential paradigm shift.
Precedent studies have focused on the role of transformation to understand the relationship and interaction between humans and new digital technologies (Petersen, Iversen, Krogh, & Ludvigsen, 2004).
Hussein Chalayan created aa transformer dress that can twitch and reconfigure. The long Victorian dress hemline contracts into a flapper style dress. Berzowska created dresses that use shape memory alloys to move and change in continuous motions (Ariyatum & Holland, 2003).Perocich used a pneumatic approach to lift garments and change the appearance of clothes (von Radziewsky, Krüger, & Löchtefeld, 2015).Lee & Kim(2014) built a shape-changing dress which apply fabric properties and illuminance sensor to fold pleats.
The idea of changing the overall appearance of clothes seems promising. Contemporary smart-wear has various functions that include sensing, actuating, powering, generating, storing, communicating, data processing and connecting. Technologies to develop digital applications can be easily controlled by smart-wear using an Arduino (Na & Cho, 2009).
An embedded system for using Arduino can be worn like clothing or an accessory that is a favorable for shop window display.
Shop window displays of fashion products have cultural consumption and fashioned identities that have developed into forms of art themselves and produce interesting imagery within fashion culture.
In recent decades store window displays have become a unique form of advertising and are the first point of contact between the shop and the shopper (Crewe, 2015).
The shop window display design might not instantly attract attention until the shopper realizes its interactive aspects. Such an interaction visually reveals a relationship between the store window and shopper's reaction.
In order to connect these shop window displays with an interactive fashion design, this paper aims to illustrate how these concepts fit into the prototype.
This paper develops a prototype of Wearable Shape-Changing (WSC) that deforms the fabric for pleat making on clothing for a store window dummy. Data processing is created by the motion of a shopper for the input functionality to discriminate between different shopper motions using the Microsoft Kinect sensor. A concealed Kinetic system scans every part of shopper’s joint for skeleton extraction when the shopper is outside the shop window. It is able to detect the shopper’s simple motion and simultaneously deliver information to the Arduino in the system. The prospective fashion display system needs to be devised based on a more serious technical method that utilizes information on the physical properties of fabrics to facilitate development in the store window. There has been some discussion on how fabrics could create foldable clothing items; in addition, a range folding techniques has been extended to e-textile due to useful characteristics (Perovich, Mothersill, & Farah, 2014).
The experiments performed in this paper allows observers to examine basic fabric characteristics and physical properties. The behavior changes during fold deformation and the recovery process as well as identifies correlations between stiffness and recovery rate.
As an experimental sample, this paper selects 2 types of fabric that have relatively stiff characteristics of a organza (one is 100% silk and the other is 100% polyester). The pleats type selects a diamond-pattern and the pleats finishing process employs a heat-setting method commonly used in the fashion industry.
The results were as follows: The Silk organza has 66 weight(g/㎡) and 0.17 nominal thickness (㎜) and the Polyester organza has 39.6 weight(g/㎡) and 0.11 nominal thickness (㎜). Both silk and polyester samples have the large stiffness value in the weft direction. Tensile properties resulted in similar values in both the warp and in the weft directions. Polyester has a great thermothermos plasticity, unique resilience, providing good pleats retention and crease recovery while silk has a low wrinkle recovery. However, silk has identical recovery rate in first and second elongation deformations for diamond-pattern pleats. The diamond-pattern also has a significant correlation with the warp and bias directions. Thus, folding composition should consider the directions of the fabric according to folding technique. Based on the experiment’s results among fabric samples’ physical properties of silk were chosen for the prototype.
In the prototype, the shop window displaying dummy wears a long dress, but it is designed to become shorter when the shopper lifts the arm. The mechanism by the operating design pulls the hemline in the front up to the lower thigh when the kinetic sensor detects motion.
As a means of visual communications or expression of the shopper’s mood, illuminance may be attached according to the shopper’s discretion. The advantage of the WSC dress compared to a traditional static dress is that the transforming shape occurs immediately by means of interaction.
Future studies, different approaches were proposed to clothing both hand and finger movements in a mobile environment. This paper focuses on a set of alliances between technology and fashion/textiles, with the WSC designed as an interface to be used for both purposes. This study represents a bridge between fashionable technologies and informative material properties. It represents a small first step from static dynamic fashion to dynamic interactive fashion.
The expansion of the display market could mass-produce the product which becomes the super-slim and ultra-lighting according to the demand of customer. This change etched the mobile display panel in order to make the thin glass. The wet etching refers to the process of removing selectively the unnecessary part in order to form the circuit pattern among the semi-conductor or the LCD manufacturing process. The wet etching can progress the etching about a large amount at a time but the thickness of glass is not smooth or not etched according to the process condition. In this study, the defect factor in the etching process tries to be analyze. The experimental design was established and the processing condition was optimized in order to minimize under non-etch part generation by the experiment of design.
Field Sequential Color(FSC) 디스플레이는 서로 다른 frame을 순차적으로 화면에 표시하여 영상을 표시한다. 컬러 필터가 없는 FSC 디스플레이는 높은 투과율과 낮은 소비전력의 장점을 갖는다. 하지만, FSC 디스플레이는 순 차적으로 표시하는 구동 방식으로 인하여 움직이는 물체 경계에서 Color break-up(CBU)이 발생한다. CBU는 발생 원인에 따라 static CBU와 dynamic CBU로 나누어진다. 본 논문에서는 두 가지 종류의 CBU에 대한 정량화 방법을 제시하고, 일반영상에서의 CBU를 평가한다. 제안하는 방법의 성능은 시각 실험을 통해 검증한다. 시각 실험 결과 제 안하는 정량화 방법이 실험자가 느끼는 CBU 정도와 일치하는 것을 확인 하였다.
디스플레이의 화질평가에는 일반적으로 주관적인 화질평가와 객관적인 화질평가로 나누어진다. 객관적인 화질평가는 디스플레이의 물리적 특성을 측정하고 평가한다. 주관적인 화질평가는 시청자의 주관에 따른 디스플레이의 화질을 평가하는 방법이다. 디스플레이의 화질평가에 있어 객관적인 화질평가 방법은 화질의 정도에 대해 정량적으로 평가가 가능하나 관찰자의 감성, 관심영역, 외부환경이 등이 고려되지 않아 객관적인 평가방법이 시청자의 주관적인 평가의 결과와 일치하진 않는다. 반면에 주관적인 평가는 많은 시간이 소요되고, 정량화의 방법 또한 어렵다. 이에 따라, 디스플레이의 화질 평가에 있어 인간 시각 특성에 대한 분석과 정량화가 필요하다. 본 논문에서는 모바일 디스플레이의 화질을 평가함에 있어 인간의 주관적인 특성에 대해 인지 백색점과 인지 색 재현을 모델링하여 주관적 화질 평가의 정량화 방법을 제안한다. 이를 모델링함에 있어 주관적인 실험을 통해 선호 백색점과 11개의 primary 색에 대해 선호 색 좌표를 찾고, 이에 대해 평가 할 모바일 디스플레이의 특성화 된 영상과의 색 좌표의 거리를 통해 인지 화질평가의 정량화 방법을 제안한다.
본 연구에서는 2D 화면과 3D화면으로 각각 제시된 운전 시뮬레이션 환경에서 운전자의 종적 차량통제, 주관 적 피로감 및 지각된 현실감에서의 차이를 비교하였다. 본 연구의 결과들을 요약하면 다음과 같다. 첫째, 실험참 가자들은 미리 정해진 네 가지 수준의 목표속도(60, 80, 100 및 120km/h)를 유지할 때 3D 조건보다는 2D 조건에 서, 그리고 목표속도가 낮을수록 목표속도에 비해 더 빠르게 운전하였고, 이러한 경향은 목표속도 조건과 상관없 이 일정하였다. 둘째, 선행차량과의 차간거리 유지수행에 대한 분석 결과, 2D 조건에 비해 3D 조건에서 실험참가 자들은 선행차량과 더 근접한 차간거리를 유지하며 주행하였는데, 특히 선행차량의 주행속도가 비교적 느렸던 조건(즉, 60km/h)에 비해 비교적 빨랐던 조건(즉, 80 및 100km/h)에서 이러한 경향이 두드러졌다. 셋째, 속도 유지 과제와 선행차량과의 차간거리 유지수행 모두에서 2D 조건에 비해 3D 조건에서 실험참가자들이 경험하는 피로 감의 수준이 더 높았으나 주관적 현실감에 대한 평가에서는 두 가지 과제 모두에서 2D와 3D 조건에 따라 유의 한 차이가 관찰되지 않았다.