• Title/Summary/Keyword: 평면 스크린

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Gaze Detection System by IR-LED based Camera (적외선 조명 카메라를 이용한 시선 위치 추적 시스템)

  • 박강령
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4C
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    • pp.494-504
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    • 2004
  • The researches about gaze detection have been much developed with many applications. Most previous researches only rely on image processing algorithm, so they take much processing time and have many constraints. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.2 cm of RMS error.

3D Physical User Interface System using a Dominant Eye and an Index Fingertip (주시안과 검지 끝 점을 이용한 3차원 물리 사용자 인터페이스 시스템)

  • Kim, Kyung-Ho;Ahn, Jeeyun;Lee, Jongbae;Kwon, Heeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.138-146
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    • 2013
  • In this paper, we propose a new 3D PUI(Physical User Interface) system in which the index fingertip points and moves a mouse position on a given monitor screen. There are two 3D PUI schemes to control smart devices like smart TVs remotely, the relative pointing one and the absolute pointing one. The former has a problem in that it does not match the human perception process, and the latter requires excessive movement of the body. We combined the relative one and the absolute one, and develop a new intuitive and user-friendly pointing method, 3D PUI. It requires an establishment of a pyramid shape visible area (view volume) to point a mouse position on a screen with the dominant eye. In order to maintain the real-time view volume, however, it requires large computation depending on the movement of the dominant eye. We optimized the computation of the view volume in which it determines the internal and external position on the screen. In addition, Kalman filter is applied with tracing of the mouse pointer position to stabilize the trembling of the pointer and offers the user ease of use.

Inorganic Electro-luminescence Device Fabricated with $BaTiO_3$-PVDF Composite Film ($BaTiO_3$-PVDF 복합체로 제작한 무기 EL 소자)

  • Son, Yong-Ho;Jeong, Joon-Seok;Jo, Chan-Woo;Woo, Duck-Hyun;Kim, Young-Min;Kim, Sung-Jin;Yoon, Man-Soon;Ryu, Sung-Lim;Kweon, Soon-Yong
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.06a
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    • pp.299-299
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    • 2007
  • 후막형 무기 EL (electro-luminescence) 소자는 제조공정이 간단하고, 얇고, 가볍고, 유연한 동의 많은 장점들 때문에 휴대폰의 키패드 (key-pad) 및 광고용 back-light용으로 사용되고 있다. 이 무기 EL 소자는 비교적 손쉬운 스크린 프린팅 (screen-printing) 법으로 대면적을 제작할 수 있지만, LED (light emitting diode) 등과 비교하여 밝기가 낮아서 그 응용 분야가 제한되고 있다. EL 소자의 형광층은 전면 전극과 후면 전극 사이에 위치한다. EL은 이 형광층에 고 전기장이 걸릴 때, 전기장에 의해 가속된 전자가 형광층 내부에 첨가된 발광 중심의 전자를 여기시키고, 여기된 전자가 다시 바닥상태로 완화될 때 빛이 방출되는 현상이다. 즉, EL 소자는 이러한 전자 발광 현상을 이용한 소자로서, 전압 인가 시 발광 면 전체가 균일하게 발팡하는 평면 광원이다. 이러한 EL 소자에서 휘도의 증가는 후면 전극과 형광층 사이에 삽입되는 유전체 층의 특성과 밀접한 연관성이 있다. 본 연구에서는 고휘도 무기 EL 소자를 제작하기 위하여 이 유전체 층의 특성과 소자의 성능 사이의 관계를 알아보고자 하였다. 유전체 층에 사용하기 위해서 $BaTiO_3$-PVDF (polyvinylidene fluoride)의 복합체 필름을 제조하였다. 먼저 이 복합체 필름을 스크린 프린팅 (screen printing) 법으로 코팅하기 위한 페이스트 제작을 위해서, PVDF 수지를 용제에 녹였다. 그 다음, 일반 혼합기 및 삼단 롤밀 혼합기 (3-roll milling mixer) 등을 이용하여 $BaTiO_3$ 분말과 PVDF 용액을 다양한 비율로 혼합하여 페이스트를 제조하였다. ITO가 증착된 PET Film에 스크린 프린팅 법을 사용하여 형광층, 유전층, 배면 전극 등을 차례로 코팅하였다. $BaTiO_3$ (BT) 분말과 복합체 필름의 XRD 분석 결과, 분말 시료와 복합체 시료 모두 페로브스카이트 구조의 BT 회절선만 관찰되었다. 복합체의 단면 SEM 관찰에서는, BT 분말의 무게비가 증가할수록 더 치밀한 구조를 보여줌을 확인하였다. 또 EL소자의 유전상수와 휘도도 BT 분말의 혼합비가 증가할수록 증가하였다. 본 연구에서 제작한 무기 EL 소자의 최대 휘도는 약 $130\;cd/m^2$ 정도로 측정되었는데, 이는 휴대폰 키패드의 back-light용 광원으로 사용하기 충분하다고 판단되어진다.

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Segmented 평관형 SOFC에서 다공성 $MgAl_2O_4$ 지지체 제조 및 특성

  • Park, Seong-Tae;Choe, Byeong-Hyeon;Lee, Dae-Jin;Kim, Bit-Nam;Ji, Mi-Jeong
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2009.11a
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    • pp.273-273
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    • 2009
  • 고체산화물 연료전지 (Solid Oxide Fuel Cell, 이하 SOFC)는 제조형태에 따라 크게 평판형과 원통형으로 구분할 수 있다. 단위면적당 출력 효율이 높은 평판형의 장점과 원통형의 밀봉이 용이한 장점을 동시에 가지는 평관형 형태로 지지체를 제작하였으며, 셀의 배치를 평면상 직렬로 연결하는 다전지식으로 구성함으로 전극의 길이나, 셀 간격을 기존 평판형이나 원통형에 비해 대폭 감소시켜 단위면적당 전압 및 출력효율을 높이고자 하였다. Segmented 평관형 지지체의 소재로는 연료전지의 성능 특성에 관여하지 않으며 열사이클 저항성과 기계적 강도가 우수한 spinel구조를 가지는 $MgAl_2O_4$를 선정하였다. 연료가스의 원활한 공급이 가능하도록 carbon을 기공 전구체로 사용하여 압출성형하였으며 건조과정에서 crack이 생기지 않는 공정을 확립한 후 $1400^{\circ}C$ 에서 소결하였다. 제조된 지지체는 수은침투법과 3점 굽힘 강도법으로 기공율과 기계적 강도를 각각 측정하였다. Anode를 스크린 프린팅법으로 지지체 위에 적층한 후 미세구조를 확인하였고 이를 바탕으로 다공성이며 기계적 강도를 가지고 음극과의 반응이 없는 우수한 지지체를 제조할 수 있었다.

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Development of Chameleonic Multi-Surface Display with Dynamic Projection Mapping (동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.123-132
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    • 2017
  • The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

A Study on the Output Characteristic of High-Voltage UV Lamp 20KW Electronic Ballast (고압 UV 램프 20KW급 전자식 안정기의 출력 특성에 관한 연구)

  • Hwang, Lark-Hoon;Na, Sung-Kwon;Kang, So-Min;Kim, Hwa-Soo;Lee, Chun-Sang;Won, Myung-Hee;Won, Sang-Hee
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1005-1006
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    • 2008
  • 기존의 전자식 안정기 특히 펄스로 시동되는 HID램프용의 안정기에서는 부가적인 시동회로가 필요하게 된다. 하지만 램프 제조업자에 의해 규정된 점화 펄스폭은 제조업자 간에서도 다양하며, 대단히 높게 되어 있으며 그 펄스폭에는 최소 필요한 값이 있고 이것은 통상 $1.5{\sim}2.5us$정도이다. 이와 같은 시동 펄스폭의 조건을 만족하기 위해서는 시동회로 또한 복잡해지고 제작비용도 고가가 된다. 본 연구는 전력소모가 20[%]이상 절감되면서도 광량이 더 많이 방사되는 메탈핼라이드 램프를 UV경화 시스템 즉, LCD, PDP OLED 모듈조립, 평면, 곡면 스크린 인쇄용, 코팅용, 실험용 UV경화 및 UV노광 시스템 등에 사용 가능한 전자식 안정기를 고주파 시동의 이점을 유지해 가면서 지연 시간에 기인하는 램프의 꺼짐 및 대순환 전류의 문제를 해소하고 고압 대용량 램프를 구동할 수 있는 20KW급 전자식 안정기를 제안하여 22KW UV LAMP를 사용하여 전자식 안정기를 구동 실험으로 검증하였다.

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Cinema around "Virtual Reality" techniques (영화와 가상현실 기술에 대한 소론)

  • Coppola, Antoine
    • Trans-
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    • v.10
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    • pp.1-13
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    • 2021
  • If virtual reality is well known through the medias, it seems that a few visual concepts are clearly related to VR. We try to think about it and introduce to a philosophy of VR techniques. So, from techniques and media techno-powers promotional campaigns, we aim to areal technology, it means an objective reflection on the VR techniques. To do so, we study the representations of VR in films. And we conclude that a negative image is the most common representation, related, often, to an Orwellian vision of the future world. In the second part, we study some VR films, and especially some made by famous film directors (Iñárritu, Bigelow). 'Head-turn' and 'Walk-around' films are commented to check their limits. Finally, we consider that for the moment, VR remains only a new space to screen films (into VR platforms connected to the Internet).

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.

Creation of the Fashion Design in Roy Lichtenstein's Works (로이 리히텐슈타인의 작품을 통한 패션디자인 창작)

  • Jeon, Yong-Ok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.287-296
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    • 2007
  • Since the beginning of the 20th century, the art has developed its artistic qualities in exercising an influence on the creative elements of the fashion. In this sense, the fashion is one of many methods of which given time's arts, their compositions, and elements can be expressed, recognized, and experienced. In this study, artworks of Roy Lichtenstein, who took the leading, active role of pop artist have been studied. The purpose of this study is to present practical application of the art and aesthetic and artistic application of clothing by studying and applying the factors of Roy's paintings. The conclusion through actual designing is as follows: First, Lichtenstein interested with the characteristic of print media. He combined the image of commercial technique with the traditional painting by using Ben-day dots. Second, he reduces his form and color to the simplest possible elements. Third, by applying Lichtenstein's works to fashion design, we can make creative and aesthetic fashion works. Fourth, his Ben-day dots and stripe was applied to variant dots and stripe pattern in the fashion design. Roy Lichtenstein is expected to continually affect modern fashion and also fashion of the future. Furthermore Lichtenstein's works are expected to be further studied under various methods and ways, and those aesthetic characteristics would be developed and expressed more in fashion design under various perspectives.

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Gaze Detection by Computing Facial and Eye Movement (얼굴 및 눈동자 움직임에 의한 시선 위치 추적)

  • 박강령
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.79-88
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    • 2004
  • Gaze detection is to locate the position on a monitor screen where a user is looking by computer vision. Gaze detection systems have numerous fields of application. They are applicable to the man-machine interface for helping the handicapped to use computers and the view control in three dimensional simulation programs. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.8 cm of RMS error.