• Title/Summary/Keyword: 디스플레이 스크린

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Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.6
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    • pp.354-362
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    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.

Mobile Presentation using Transcoding Method of Region of Interest (관심 영역의 트랜스코딩 기법을 이용한 모바일 프리젠테이션)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The KIPS Transactions:PartC
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    • v.17C no.2
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    • pp.197-204
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    • 2010
  • An effective integration of web-based learning environment and mobile device technology is considered as a new challenge to the developers. The screen size, however, of the mobile device is too small, and its performance is too inferior. Due to the foregoing limit of mobile technology, displaying bulk data on the mobile screen, such as a cyber lecture accompanied with real-time image transmission on the web, raises a lot of problems. Users have difficulty in recognizing learning contents exactly by means of a mobile device, and continuous transmission of video stream with bulky information to the mobile device arouses a lot of load for the mobile system. Thus, an application which is developed to be applied in PC is improper to be used for the mobile device as it is, a player which is fitting for the mobile device should be developed. Accordingly, this paper suggests mobile presentation using transcoding techniques of the field concerned. To display continuous video frames of learning image, such as a cyber lecture or remote lecture, by means of a mobile device, the performance difference between high-resolution digital image and mobile device should be surmounted. As the transcoding techniques to settle the performance difference causes damage of image quality, high-quality image may be guaranteed by application of trial and error between transcoding and selected learning resources.

Effects of the Rheological Properties of UV Cured Acrylic Pressure Sensitive Adhesive with Nano-particles on the Silk Screen Printing and Adhesion (실크 스크린 인쇄 및 점착력에 나노 입자가 포함된 UV 경화형 아크릴계 감압 점착제의 유변학적 특성)

  • Cho, Min-Jeong;Kang, Ho-Jong;Kim, Dong-Bok
    • Journal of Adhesion and Interface
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    • v.18 no.1
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    • pp.25-32
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    • 2017
  • For application to display module junction process, the silk screen printing based on UV curable acrylic pressure sensitive adhesive(PSA) with silica nano-particles and the rheological properties were studied to investigate the effect on printability and adhesion. The monomers for PSA were based on 2-ethylhexyl acrylate(2-EHA) and acrylic acid(AA) 93:7, butyl acylate(BA), 2-hydroxyethyl acrylate(2-HEA) and tetrahydrofurfuryl acrylate(THFA) were added. Additionally, hydrophobic and hydrophilic nano-particles AEROSIL R974 and AEROSIL 200 were added, respectively. When the ratio of nano-particle was used above 4 or 7 phr, G' and ${\eta}^*$ were increased significantly. When the ratio of AEROSIL 200 was used above 7 phr, the penetration property was decreased during the silk screen printing. We found that the adhesion was decreased with increasing the nano-particle content, and it was decreased in the case of the hydrophilic nano-particle AEROSIL 200.

Omnidirectional Environmental Projection Mapping with Single Projector and Single Spherical Mirror (단일 프로젝터와 구형 거울을 활용한 전 방향프로젝션 시스템)

  • Kim, Bumki;Lee, Jungjin;Kim, Younghui;Jeong, Seunghwa;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.1-11
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    • 2015
  • Researchers have developed virtual reality environments to provide audience with more visually immersive experiences than previously possible. One of the most popular solutions to build the immersive VR space is a multi-projection technique. However, utilization of multiple projectors requires large spaces, expensive cost, and accurate geometry calibration among projectors. This paper presents a novel omnidirectional projection system with a single projector and a single spherical mirror.We newly designed the simple and intuitive calibration system to define the shape of environment and the relative position of mirror/projector. For successful image projection, our optimized omnidirectional image generation step solves image distortion produced by the spherical mirror and a calibration problem produced by unknown parameters such as the shape of environment and the relative position between the mirror and the projector. Additionally, the focus correction is performed to improve the quality of the projection. The experiment results show that our method can generate the optimized image given a normal panoramic image for omnidirectional projection in a rectangular space.

도핑된 그래핀 투명전극의 복원력 시험에 대한 연구

  • Kim, Yeong-Hun;Park, Jun-Gyun;Jeong, Yeong-Jong;No, Yong-Han
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.330-330
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    • 2016
  • 투명전극은 디스플레이, 터치스크린, 태양전지 등 폭넓은 분야에서 응용되고 있어 현재 각광 받는 연구 주제 중 하나이다. 특히, ITO(인듐산화물)을 이용한 투명전극은 뛰어난 효율성 때문에 가장 주목 받고 있는 전극 형태 중 하나이다. 그러나 ITO투명전극은 인듐 소재의 희소성으로 인한 자원고갈문제 및 복원력, 투명도 등에서 취약점을 지니고 있는 것으로 보고되어 있다. 이러한 ITO 투명전극의 취약점을 보완하고, 동시에 플렉서블 디스플레이(Flexible Display) 소자에 적용 가능한 대체 투명전극에 관한 연구는 현재 가장 주목할 만한 가치가 있는 연구분야로 부각되고 있다. 본 연구에서는 대체 투명전극 중 하나로 그래핀 투명전극(Graphene Transparent Electrode)을 주목했다. PEN(Polyethylene Naphthalate) 투명기판 상에 Wet-Transfer형식으로 그래핀을 전사하여 그래핀 투명전극을 구현했으며, 복원력 확인을 위해 그래핀에 2가지 (Compressive/Tensile) 압력을 가하며 구부러짐 실험(Bending Test)을 진행하며 그래핀 투명전극의 저항값을 측정했다. 일반 금속전극의 경우, 일정한 수준 이상의 압력 또는 구부러짐이 반복되는 실험의 횟수가 증가되면 원래의 복원력을 상실하며, 저항값이 상승하는 것으로 보고된바 있다. 그러나 이번 연구에서는 그래핀 투명전극을 사용해 PEN 기판 위에 투명전극을 제작한 경우, 일정한 수준의 구부러짐 반복횟수(~1,000회) 및 구부러짐 정도(~10%) 하에서 저항값이 일정하게 유지됨을 확인할 수 있었다. 별도로, 기존에 알려져 있던 순수 그래핀(Pristine Graphene)의 취약점 중 하나인 높은 저항값을 우려하여 본 연구에서는 그래핀에 도핑을 하고, 그 영향을 분석해 보았다. 그 동안 그래핀 도핑법에 대한 적지않은 연구들이 진행되었으며, 본 연구에서는 TFSA(Bis(trifluoromethanesulfonyl)amide)라는 물질을 이용한 그래핀 도핑법을 채택했다. 실험 결과, 도핑된 그래핀 투명전극은 위와 같은 수준의 그래핀 본연의 복원력을 유지하면서 저항값은 순수 그래핀 대비 약 70% 정도 낮아짐을 확인할 수 있었다. 본 연구를 통해 그래핀 투명전극이 그래핀 고유의 특성인 높은 투명도와 복원력, 도핑으로 인한 저항값 감소가능성을 확인함으로써, 그래핀 투명전극이 ITO 투명전극의 좋은 대체자가 될 수 있는 가능성을 확인할 수 있었다.

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The present status and future aspects of the market for printed electronics (인쇄전자 산업시장의 현황과 전망)

  • Park, Jung-Yong;Park, Jae-Sue
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.263-272
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    • 2013
  • Printed electronics creates electrically functional devices by printing on variety of substrates. Printing typically uses common printing equipment or other low-cost equipment suitable for defining patterns on material, such as screen printing, flexography, gravure, offset lithography and inkjet. Compared to conventional manufacturing of microelectronics, printed electronics is characterized by simpler and more cost-effective fabrication of high and low volume products. Now there is huge effort towards printing many other more functional components, from displays to transistors to photovoltaic cells, using the full range of printing technologies - from inkjet to roll to roll analogue print techniques. The market for printed electronics will rise from $1.99 billion in 2010 to $55.10 billion in 2020. In 2030, this industry could be $300 billion - larger than the silicon semiconductor industry - from lighting to displays[8].

Digital Signage with Motion Graphics (모션 그래픽스의 디지털 사이니지 적용)

  • Park, Daehyuk
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.377-383
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    • 2020
  • Digital signage is constantly being researched as new digital video platform to replace existing signage market. Traditionally, It conveys various information combining still images with text. Nowadays, it is rapidly exchanging to multi digital platform by high specificaton system, improvement of internet speed and advancement of video and audio compression technology with HTML5 technology. Not only a single wide-screen display but also the combination and adjustment of screens with setop box, OLED, media facades, and lase beam projectors are transformed into various forms to enable creative and diverse attempts for graphic designers. This study focuses on the application of motion graphics in rapidly evolving future platform - digital signage, and looking forward to help digital video content creator, researchers, and motion graphic designers.

The Prevalence of Computer Software for Investigations of Eye Problems among Computer Users (컴퓨터 사용자의 눈 문제 조사를 위한 소프트웨어의 유용성)

  • Kim, Jai-Min
    • Journal of Korean Ophthalmic Optics Society
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    • v.11 no.1
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    • pp.17-26
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    • 2006
  • Video display units (VDU) are interfaces between computers and human operators. This study was performed to have a good understanding of the potential causes of eye problems in 50 students to enable them to perform an accurate assessment of the patient's visual performance while looking at a computer screen. The TSS Optometric Toolkit for Computer Users provides a powerful set of tools to enable eye care practitioners to assess visual performance under conditions that closely simulate a computer user's normal working conditions. The program consists of seven tests: Near vision chart, Sample text display, Spreadsheet display, Fixation disparity, Duochrome, Number search, Randolt Ring search. The results of this study show that 55% of the subjects do not have computer-related eye problems. It is apparent from this data that approximately 25% of all computer-related eye problems are attributable to the display screen, the workstation or inappropriate workpractices. Of the remaining cases, 20% of them will require general purpose spectacles and spectacles specifically for work at the computer. This study suggests that computer program, The TSS Optometric Toolkit for Computer Users, is very useful for assessment of computer-related eye problems.

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Design of Constellation Content for Children Applied to Car Glass Roof (승용차 글라스루프를 활용한 어린이용 별자리 콘텐츠 디자인)

  • Choe, Jong-Hoon;Jung, Su-Young;Choi, Yu-Mi;Kwon, Min-Jeong
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.141-149
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    • 2013
  • Recently, the time in which children moves by car become frequent, they stay longer in the car because leisure life including camping and etc. increased. Children whose physical activities are active were subject to restriction because of the limited car boarding visual space and on security. Because of limited space in cars, domestic and foreign automotive companies show the different glass roof applied in cars that exhibited wide clear view in order to remove tedious and stuffy of children while they stay for a long time inside the car. In addition, the potential probability in which the Smart Car that the IT technology is grafted research and research that it utilizes the door window glass as the display is progressed and which the glass roof can be used as the screen can be sufficient. In this study, the in-vehicle display application case and Smart Devices constellation application were benchmarked. The car glass roof application method of the constellation studying content which performed the user survey for the child by the car with the parents whose movement is frequent and considers the child and fundamental interaction way tried to be drawn and we try to propose.