Seong-Eun Moon

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High dynamic range (HDR) imaging has attracted attention as a new technology for immersive multimedia experience. In comparison to conventional low dynamic range (LDR) contents, HDR contents are expected to provide better quality of experience (QoE). In this paper, we investigate implicit QoE measurement of tone-mapped HDR videos by using connectivity-based(More)
This paper explores the relations between perspectives of navigation and visual perception in 3D virtual space, by analyzing avatar-based navigation with the eye-gaze data. We examine how different perspectives and types of avatars affect the users' scopes of visual perception within 3D virtual environments. Throughout this research, we attempt to draw(More)
High dynamic range (HDR) imaging has potential for providing immersive experience of multimedia contents. HDR contents are expected to have better perceptual quality than conventional low dynamic range (LDR) contents, but the perceptual difference in the brain between HDR and LDR contents has not been adequately studied. In this paper, we investigate(More)
The exponential growth of popularity of multimedia has led needs for user-centric adaptive applications that manage multimedia content more effectively. Implicit analysis, which examines users’ perceptual experience of multimedia by monitoring physiological or behavioral cues, has potential to satisfy such demands. Particularly, physiological signals(More)
Many studies examining user responses to the product design have been implemented using product photos instead of real products due to practical limitations. In this study, we investigate the validity of such an approach for a particular case with car design evaluation. We compare users' perceptual responses for photos and real cars. In particular, we(More)
In this paper we explore the relations between perspectives of navigation and electroencephalogram (EEG) in 3D virtual space. We analyze three types of navigation with EEG recordings and examine how the perspectives affect the users' electrical activities in their brains. Via a small-scale experiment, we find that the influence of peripersonal space is(More)
We introduce the concept of "peripersonal space" of an avatar in 3D virtual reality and discuss how it plays an important role on 3D navigation with different perspectives. By analyzing the eye-gaze data of avatar-based navigation with first-person perspective and third-person perspective, we examine the effects of an avatar's peripersonal space on the(More)
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