• 제목/요약/키워드: 디스플레이시장

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Role of PEDOT:PSS in Doping Stability of Reduced Graphene Oxide/Single Walled Carbon Nanotubes-Based Tranparent Conductive Electrodes Hybrid Films with AuCl3 Doping

  • Lee, Byeong-Ryong;Kim, Su-Jin;Kim, Hui-Dong;Yun, Min-Ju;Jeon, Dong-Su;Kim, Tae-Geun
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.383-383
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    • 2014
  • 최근 디스플레이, 태양전지 그리고 touch screen panels 등 optoelectronic 장치의 시장이 성장함에 따라 투명전극의 수요가 증가하고 있다. Indium tin oxide (ITO)의 좋은 특성 때문에 주로 투명전극에 많이 사용되고 있다. 그러나 화학적 안정성이 떨어지고, 휘어질 때 특성저하가 심하여 금속나노와이어, 탄소나노튜브, 전도성폴리머, 그리고 그래핀 등의 다른 투명전극의 연구가 활발히 진행되고 있다. 그 중에서 그래핀은 높은 전자 이동도(200000 cm2v-1s-1)와 휘어져도 전기적 크게 변하지 않는 특성 때문에 유망한 투명 전도성 전극 (Transparent Conductive Electrodes, TCEs)으로 연구되어왔다. 또한 다양한 속성 가운데, 높은 광 투과성은 그래핀의 가장 큰 장점이다 [1]. 최근, 화학 기상 증착 (Chemical Vapor Deposition, CVD) 등 다양한 제조 방법이 대량 생산을 위해 개발되었다. 그러나 이 방법은 비용이 많이 들며, 과정이 상당히 복잡하고 높은 온도 (${\sim}1000^{\circ}C$)를 필요로 한다. 따라서 용매 기반의 환원된 그래핀 산화물(Reduced Graphene Oxides, RGOs)이 최근 주목 받고 있다. 그러나 RGOs의 면저항이 높아 전극으로서 사용이 제한된다. 따라서 전기적 특성을 향상시키는 방법으로 단일 벽 탄소 나노튜브 (Single-Walled Carbon Nanotubes, SWNTs)를 혼합하거나 화학적 도핑을 통하여 면저항을 크게 향상시키는 연구가 활발히 진행되고 있다. 그러나 이런 화학적 도핑의 경우 박막이 공기 중에 직접 산소나 습기와 반응하여 전기적 특성이 저하되는 문제점을 가지고 있다 [2]. 이러한 문제를 해결하기 위해 AuCl3을 도핑한 박막에 내열성 및 내광성 등의 화학적 안정성이 뛰어난 PEDOT:PSS를 코팅하여 필름의 공기중의 노출을 막아 줌으로써 도핑의 안전성 및 전기적 특성을 최적화하였다. 본 연구에서는 간단한 dip-coating방법을 사용하여 4개의 RGO/SWNTs 박막을 흡착하였다. 다음으로 AuCl3를 도핑하여 면저항 $4.909K{\Omega}$, $4.381K{\Omega}$인 두 개의 샘플의 시간과 온도에 따른 면저항의 변화를 확인하였다. 그리고 필름의 도핑 안전성을 향상 시키기 위해 AuCl3를 도핑한 필름 위에 전도성 폴리머 PEDOT:PSS 코팅하여 면저항 $886.1{\Omega}$, $837.5{\Omega}$인 두 개의 샘플의 시간과 온도에 따른 면저항의 변화를 확인하였다. AuCl3 도핑된 필름의 경우 공기 중에 150시간 노출 시 72%의 면저항 증가가 발생하였지만 PEDOT:PSS가 코팅된 필름의 경우 5%의 면저항 증가가 나타나 확연한 차이를 보였다. 또한 AuCl3 도핑한 필름의 경우 $150^{\circ}C$에서 60시간동안 공기중에 노출되었을 때 525%의 면저항 증가가 발생하였지만 PEDOT:PSS가 코팅된 필름의 경우 58%의 면저항 증가를 나타내었다. 이것은 PEDOT:PSS가 passivation역할을 하여 필름이 공기에 노출된 부분을 막아주어 도핑된 필름의 면저항의 변화를 줄여 주었음을 알 수 있다.

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Evaluation of Recycling Resources in Discarded Information and Communication Technology Devices (Smartphones, Laptop computers) (폐 정보통신기기(스마트폰, 노트북 PC)의 자원화 가치 분석)

  • Park, Seungsoo;Jung, Minuk;Kim, Seongmin;Han, Seongsoo;Jung, Insang;Park, Jihwan;Park, Jaikoo
    • Resources Recycling
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    • v.27 no.3
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    • pp.16-29
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    • 2018
  • In this study, metal and nonmetal contents and their economic values in ICT devices such as smart phones and laptop computers were evaluated. The electronic devices made by LG and Samsung were disassembled into 5 parts, which are printed circuit board assembly, battery, display, case and other electronic components. Metal and nonmetal contents in these parts were analyzed, and their economic values were calculated via multiplying the materials' contents by metal price obtained from KOMIS or nonmetal exchange price acquired from Korean recycling markets. Finally, the materials' contents and values according to each electronic parts and electronic devices were calculated. The results showed that the value of the smartphones and laptop computers of LG are 4,449.6 KRW (28,506 KRW/kg) and 6,830.2 KRW (7,053 KRW/kg), and those of Samsung are 1,849.3 KRW (13,499 KRW/kg) and 6,667.5 KRW (4,831 KRW/kg), respectively. It was also found that most of the value was concentrated in batteries and printed circuit board assemblies. In addition, Co, Au and Cu were found to be the most valuable resources in the devices.

소다라임 유리기판상 다층박막 (SiO2/Nb2O5/SiO2/Nb2O5/SLG) 증착 및 저반사 특성 연구

  • Choe, Seung-Hun;Park, Jung-Jin;Lee, Jong-Geun;Choe, Jeong-Gyu;Kim, Jin-Ha;Lee, Dong-Min;Jeong, Ui-Cheon;Chae, Jin-Gyeong;Jeong, Myeong-Hyo;Son, Yeong-Ho
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.02a
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    • pp.289-289
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    • 2012
  • 터치패널은 키보드나 마우스와 같은 입력장치를 사용하지 않고, 스크린에 손가락, 펜 등을 접촉하여 입력하는 방식이다. 누구나 쉽게 입력할 수 있는 장점으로 인해 기존에는 현금인출기, 키오스크 등 공공분야에 주로 많이 사용되어 왔으나, 최근의 터치스크린은 휴대폰, 게임기, 네비게이션, 노트북 모니터 등 개인정보기기의 입력장치로 활용분야가 넓어져가고 있다. 최근의 정전용량 방식의 터치패널은 디스플레이 패널 위에 올여지는 형태의 Add on type이며, 테블렛의 출현으로 터치패널의 사이즈가 커지면서 인듐산화물 투명성 전도막의 두께가 두꺼워지고, 이로 인하여 광학적 특성인 투과율이 저하되는 문제가 발생하여 투과율을 높여주기 위한 새로운 전도박막 제조방법이 요구되는 상황이다. 현재의 고글절 산화물(TiO2)과 저굴절 산화물(SiO2)의 적층형태의 저반사 특성의 다층막은 주로 플라즈마 보조의 전자빔 증착기를 이용하여 제조되기 때문에, 저반사 특성이 우수하지만 대면적 크기의 대량생산에는 적합하지가 않다. 그리고 태양전지의 에너지 변환효율도 태양전지로 흡수되는 태양광의 량에 크게 의존하기 때문에, 태양전지로 흡수되는 태양광 량을 높이기 위하여 태양전지의 가장 위층에 혹은 모듈 제작시 커버유리의 내부에 저반사 특성을 갖는 박막을 코팅한다. 특히 박막태양전지의 경우는 대면적의 유리위에 저반사 코팅을 해야 한다. 본 연구에서는 In-line magnetron sputtering system을 사용하여 소다라임 유리 기판 위에 고글절 산화물(Nb2O5)과 저굴절 산화물(SiO2)의 2층 적층형태의 "SiO2/Nb2O5/SiO2/Nb2O5/SLG" 다층 박막을 증착하고, 저반사의 광학적 특성을 하였고, 이를 논하고자한다. 일반적으로 빛이 투과되는 투명한 기판이 공기층에 노출되어있을 경우에 기판의 양면에서 공기층과의 계면에서 각각 4%의 반사율 즉, 총 8%의 반사율을 갖는데, 본 연구의 다층 박막에서는 530에서 540nm 파장 영역에서 투과율은 95% 이상, 반사율은 4.8% 이하이었다. 이 결과는 터치패널과 박막태양전지 시장의 Needs에 대응할 수 있기 때문에 산업의 응용측면에서 매우 중요한 연구 성과를 얻었다고 말할 수 있다. (본 연구는 지식경제부 사업화연게기술개발 연구지원금으로 일부 이루어졌음).

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Bio-sensing Data Synchronization for Peer-to-Peer Smart Watch Systems (피어-투-피어 스마트워치 시스템을 위한 바이오 센싱 데이터 동기화)

  • LEE, Tae-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.813-818
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    • 2020
  • Recently, with the rapid increase in technology and users of smart devices, the smart watch market has grown, and its utility and usability are continuously expanding. The strengths of smartwatches are wearable portability, application immediacy, data diversity and real-time capability. Despite these strengths, smartwatches have limitations such as battery limitations, display and user interface size limitations, and memory limitations. In addition, there is a need to supplement developers and standard devices, operating system standard models, and killer application modules. In particular, monitoring and application of user's biometric information is becoming a major service for smart watches. The biometric information of such a smart watch generates a large amount of data in real time. In order to advance the biometric information service, stable peer-to-peer transmission of sensing data to a remote smartphone or local server storage must be performed. We propose a synchronization method to ensure wireless remote peer-to-peer transmission stability in a smart watch system. We design a wireless peer-to-peer transmission process based on this synchronization method, analyze asynchronous transmission process and proposed synchronous transmission process, and propose a transmission efficiency method according to an increase in transmission amount.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.

Could a Product with Diverged Reviews Ratings Be Better?: The Change of Consumer Attitude Depending on the Converged vs. Diverged Review Ratings and Consumer's Regulatory Focus (평점이 수렴되지 않는 리뷰의 제품들이 더 좋을 수도 있을까?: 제품 리뷰평점의 분산과 소비자의 조절초점 성향에 따른 소비자 태도 변화)

  • Yi, Eunju;Park, Do-Hyung
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.273-293
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    • 2021
  • Due to the COVID-19 pandemic, the size of the e-commerce has been increased rapidly. This pandemic, which made contact-less communication culture in everyday life made the e-commerce market to be opened even to the consumers who would hesitate to purchase and pay by electronic device without any personal contacts and seeing or touching the real products. Consumers who have experienced the easy access and convenience of the online purchase would continue to take those advantages even after the pandemic. During this time of transformation, however, the size of information source for the consumers has become even shrunk into a flat screen and limited to visual only. To provide differentiated and competitive information on products, companies are adopting AR/VR and steaming technologies but the reviews from the honest users need to be recognized as important in that it is regarded as strong as the well refined product information provided by marketing professionals of the company and companies may obtain useful insight for product development, marketing and sales strategies. Then from the consumer's point of view, if the ratings of reviews are widely diverged how consumers would process the review information before purchase? Are non-converged ratings always unreliable and worthless? In this study, we analyzed how consumer's regulatory focus moderate the attitude to process the diverged information. This experiment was designed as a 2x2 factorial study to see how the variance of product review ratings (high vs. low) for cosmetics affects product attitudes by the consumers' regulatory focus (prevention focus vs. improvement focus). As a result of the study, it was found that prevention-focused consumers showed high product attitude when the review variance was low, whereas promotion-focused consumers showed high product attitude when the review variance was high. With such a study, this thesis can explain that even if a product with exactly the same average rating, the converged or diverged review can be interpreted differently by customer's regulatory focus. This paper has a theoretical contribution to elucidate the mechanism of consumer's information process when the information is not converged. In practice, as reviews and sales records of each product are accumulated, as an one of applied knowledge management types with big data, companies may develop and provide even reinforced customer experience by providing personalized and optimized products and review information.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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