• Title/Summary/Keyword: 다중스크린

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A Screen Wave Absorber System in a Wave Flume (파랑 수조에서의 파랑흡수를 위한 다중 스크린 시스템)

  • Lee, Jung-Lyul
    • Proceedings of the Korean Society of Coastal and Ocean Engineers Conference
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    • 2003.08a
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    • pp.103-109
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    • 2003
  • Wave flumes are usually equipped with a wave generator at one end and a wave absorber at the other end. The absorbers could be broadly classified into two main categories: active and passive wave absorbers. A typical passive wave absorber to eliminate unwanted reflections is the beach of constant or varying slopes reaching the bottom. (omitted)

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Development of an Immersive VR Display System Supporting Continuous Arrangement of Multiple Screens (다중스크린의 연속적인 배치를 지원하는 몰입형 가상환경 디스플레이 시스템의 개발)

  • 남상훈;채영호;강재훈
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.1
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    • pp.18-26
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    • 2002
  • The suggested modular projection system can have flexible arrangements of screens. Modular and continuous arrangements of the display system enable us to modify the screen configuration easily, so that the system can be used in various applications. The image of each screen is calculated automatically by using window projection and the tracked position of the viewer. This system also uses the off-axis stereoscopic projection for the seamless stereoscopic edge blending of multiple connections of screens. The system has been successfully tested for the general navigation model and the CAU driving simulator with motion platform.

An HTML5-based Web Application Running Platform of a Digital Broadcasting Receiver (디지털방송 단말의 HTML5 기반 웹 애플리케이션 실행 플랫폼)

  • You, Dae-Sang;Maeng, Seung-Ryol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.9
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    • pp.2048-2054
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    • 2013
  • Due to the development of the digital technology, the territories of broadcasting and telecommunications are being converged and there have been the efforts to eliminate the spatial and/or temporal restrictions in utilizing the services (usually implemented as applications) via various devices (e.g. smart-phone, smart TV, pad-computer, etc). In the circumstances, Web is coming to the fore as a common running platform of the services and the digital broadcasting receivers are pressed to run Web applications as well as Java applications, which are the standard of data service of the digital broadcasting. The paper introduces a platform for running HTML5-based Web applications, which is equipped with a Web kernel (an engine for running HTML5 Web applications), a Web desktop (the facilities (with an UI similar to Window OS) for managing Web applications), and SDK (a set of API's for Web application developers).

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.

Cloud-Based DRM Service Model for Secure Contents Service (안전한 콘텐츠 서비스를 위한 클라우드 기반 DRM 서비스 모델)

  • Lee, Hyejoo;Seo, Changho;Shin, Sang Uk
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.465-473
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    • 2012
  • The mobile devices and cloud computing technology introduced new content services such as N-Screen service. The DRM techniques have been developed to support interoperability and multi-platform for new environment of content service. Nevertheless, it is still inconvenient for the consumers to purchase a new DRM-supported device or to migrate some purchased contents into new device due to the change of the subscription of service. Therefore, in this paper, cloud-based DRM model which is referred as DRMaaS (DRM-as-a-Service) model, is proposed to allow the consumer to freely use and move some DRM-protected contents in various smart devices regardless of subscription of service.

Multicast Algorithm based on Visual Information over Wireless N-Screen Networks (시각적 정보량 기반의 무선 N-스크린 환경에서의 멀티캐스트 기법)

  • Lee, In-Woong;Kwon, Beom;Oh, Hee-Seok;Lee, Kwang-Hyun;Oh, Taegeun;Lee, Sang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.43-44
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    • 2013
  • 최근 멀티미디어 콘텐츠(영화, 음악 등)를 스마트폰이나 태블릿 PC, 랩탑 등의 기기에서 끊김 없이 연속적으로 받을 수 있는 N 스크린에 대한 관심이 커지고 있다. 기존에도 화질에 대한 향상을 위한 부선 자원 관리 문제를 푼 경우는 있었지만 다양한 기기의 해상도를 고려하는 N스크린 서비스의 화질 불균형 문제를 해결하고자 하는 노력은 부족했다. 본 논문은 N스크린 멀티캐스트 환경에서 기기의 해상도와 각 그룹마다 시용자의 만족도를 고려한 다중 레이어의 중요도를 새롭게 정의하고, 정의된 중요도에 따라 각 멀티캐스트 그룹의 통신 대역폭과 모듈레이션을 조정해 사용자의 만족도를 최대화하는 과정을 소개하고 있다. 또한 시뮬레이션 과정을 통해서 시각적 중요도를 가장 많이 증가시킬 수 있는 방법으로 자원을 할당하는 것이 실제로 멀티캐스트를 그룹 구성원들에게 화질의 이득을 가져오는 것을 확인하였다.

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Methodology for Internet Survey: Case Study (인터넷을 활용한 표본조사 방법에 관한 사례연구)

  • 윤은성;김영원
    • Survey Research
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    • v.3 no.1
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    • pp.25-51
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    • 2002
  • We examine the response patterns to web survey with a series of experiments embedded in a survey of students at the Sookmyung Women's University. A sample of 960 students was sent e-mail invitation to participate in a internet survey, The response rate was 53.9% except partial and overall non-response. Methodological experiments included the use of a pre-notification, reminder notices as well as the type of questionnaire. These factors that manipulate the perceived burden of the task had an effect on the likelihood of accepting the survey invitation. This paper discusses the overall implementation and outcome of the survey, and describes the results of the imbedded design experiments. Also we compared the representative of self-selected and probability sample.

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A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.699-707
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    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

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Biometric authentication using fingerprint of overlap data using moiré pattern and multi-fingerprint recognition (무아레 현상을 이용한 지문의 오버랩 데이터와 다중 지문인식을 사용한 생체인증)

  • Park, Eun-Jin;Kang, Hyeok;Jeon, You-Boo;Lee, Keun-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.336-338
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    • 2017
  • 지문인식을 통한 생체인증 방식은 스마트 기기의 인증방법들 중 가장 보편화된 인증 방식이다. 하지만 사용자를 구별하는 유일한 인증 방식으로 발전하기에는 완벽한 생체인증 수단이라고 단정 지을 수 없다. 다수의 손가락을 등록함으로 인한 보안성의 하락이나 지문의 손상으로 인한 정확성을 보장할 수 없기 때문이다. 본 논문은 DFS(Display Fingerprint Solution) 기술이 적용된 터치스크린만으로도 지문 인식이 가능한 멀티 핑거 인증 방법 대해 제안한다. 무엇보다 사용자의 복잡한 지문이미지를 획득하고 이를 중첩시킨 후 간섭무늬를 발생시킨 후, 이를 통해 보안 이미지나 무늬를 획득해 사용자를 구별하는 보다 강화된 인증 방식을 제안한다. 본 논문이 제안하고자 하는 방안은 기존의 단순한 지문 이미지 획득보다 고차원적인 데이터를 생성할 수 있는 점을 중심으로 이루어진다.