• Title/Summary/Keyword: 화면 사이즈

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Design and Implementation of Spatial Object Format for Providing Mobile Map Services (모바일 지도 서비스를 위한 공간 객체 포맷의 설계 및 구현)

  • Moon, Jin-Yong
    • Journal of Digital Contents Society
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    • v.12 no.1
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    • pp.77-83
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    • 2011
  • Providing services in a wireless environment with existing wired-based GIS solutions have many limitations such as slow communication, processing rates, and screen size. Among the components, data is considered to be the most important factor in GIS. In this paper, I describe MVF, the most recent technology pioneered by GIS researchers. MVF is a format for efficient usage of spatial object in order to express, save and transform in mobile GIS. First, I describe the definition of MVF syntax, then the implementation of Header Section Generation Module and Main Section Generation Module through the API. Since the issues of network traffic and Hangul processing in mobile GIS are important, I especially consider development of MVF in terms of spatial data size.

The Optimization of Vector Data for Mobile GIS (모바일 GIS를 위한 벡터 데이터 경량화 기법)

  • Youn, Geun-Jung;Kim, Hye-Young;Jun, Chul-Min
    • Spatial Information Research
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    • v.16 no.2
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    • pp.207-218
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    • 2008
  • Providing services in a wireless environment with existing wired-based GIS solutions have many limitations such as slow communication, processing rates and screen size. This study suggested data optimization techniques in a mobile environment to overcome those limitations in four steps. In order to test the methods suggested in the study, experiments are conducted using Gangnam-gu as a test site. An existing GIS engine built in a wired environment was compared with the optimized GIS engine from the study in terms of performance in the same environment. They were also compared and analyzed in terms of response data size, number of requests processed per second, and average time to process a request. The results proved that the proposed engine shows significant improvements in performance compared with the wired GIS.

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A Design of Hierarchical Tile-based Rasterizer Using The Improved Tiling Algorithm (타일링 속도를 개선한 계층 구조 타일 기반 Rasterizer 설계)

  • Kim, Do-Hyun;Kyung, Gyu-Taek;Kwak, Jae-Chang;Lee, Kwang-yeob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.309-311
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    • 2014
  • The tile-based rendering technique which divides the screen area into tiles of a specific size and creates a 3D graphic model of one tile at a time is used to efficiently utilize limited resources in a 3D graphic pipeline. In this paper, the tiling speed of tile-based rendering was improved by reducing the count of calling lower-levels in the hierarchical tile-based rendering technique. The tiling speed of the proposed Rasterizer is 13.030ms which is 56% faster than 29.614ms of multi-sort tiling and 24% faster than 17.208ms of the conventional hierarchical tiling technique.

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An Early Termination Algorithm for Efficient CU Splitting in HEVC (HEVC 고속 부호화를 위한 효율적인 CU 분할 조기 결정 알고리즘)

  • Goswami, Kalyan;Kim, Byung-Gyu;Jun, DongSan;Jung, SoonHeung;Seok, JinWook;Kim, YounHee;Choi, Jin Soo
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.271-282
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    • 2013
  • Recently, ITU-T/VCEG and ISO/IEC MPEG have started a new joint standardization activity on video coding, called High Efficiency Video Coding (HEVC). This new standard gives significant improvement in terms of picture quality for high resolution video. The main challenge in this upcoming standard is the time complexity. In this paper we have focused on CU splitting algorithm. We have proposed a novel algorithm which can terminate the CU splitting process early based on the RD cost of the parent and current level and the motion vector value of the current CU. Experimental result shows that our proposed algorithm gives on average more than about 10% decrement in time over ECU [8] with on average 1.78% of BD loss on the original.

A study on colour appearance by the size of colour stimulation at foveal vision (중심와 시각에서 색채 자극의 크기에 따른 컬러 어피어런스 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.23-28
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    • 2018
  • Next generation displays show a trend of evolving from the display device environment (represented by existing televisions) to the mobile environment. The mobile display corresponding to the personal display is similar to a home theatre; however, they are advantageous because they are small and have a relatively lower weight. Therefore, the display industry has an interest in diverse product applications of displays, reproducing more accurate colours, and offering improved image quality from display devices of various sizes. To address these interests, a psychophysical experiment was conducted in this research. The experiment compared the size of the colour stimulation corresponding to foveal vision by gradually increasing the lightness of the background. This was based on the assumption of possible differences in colours being recognized by the lightness of the background and the size of the colour stimulation. Contrary to the results of previous studies, where the colours are identified more clearly as the size of the colour stimulation increases (assuming that the lightness of the background is not considered) here the results of the experiment showed that the attributes of the identified colours were different depending on the lightness of the background and the size of the colour stimulation. Based on the experimental results, it is possible to resolve errors in colour conversion that can occur when the input image is switched from a large screen size to a mobile size display, and to reproduce the colours more accurately and improve the image quality.

Production Techniques for Mobile Motion Pictures base on Smart Phone (스마트폰 시장 확대에 따른 모바일 동영상 편집 기법 연구)

  • Choi, Eun-Young;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.115-123
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    • 2010
  • Because of development of information technology, moving picture can run various platforms. We should consider and apply users' attitude as well as production technique because convergence between mobile and media technology may be increased full-browsing service using mobile device. Previous research related to production technique in various platforms only focus on video quality and adjustment of screen size. However, besides of technical side, production techniques should be changed such as image production as well as image editing by point of view aesthetic. Mise-en-scene such as camera angle, composition, and lighting is changed due to HD image. Also image production should be changed to a suitable full-browsing service using mobile device. Therefore, we would explore a new suitable production techniques and image editing for smart phone. To propose production techniques for smart phone, we used E-learning production system, which are transition, editing technique for suitable converting system. Such as new attempts are leading to new paradigm and establishing their position by applying characteries such as openness, timeliness to mobile. Also it can be extended individual area and established as expression and play tool.

Development of Full Segment Digital Broadcast Receiver based on the ISDB-T (ISDB-T 기반의 FULL-SEG 방송 수신 장치 개발)

  • Ohm, Woo-Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.139-146
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    • 2017
  • The ISDB-T(Integrated Service Digital Broadcasting Terrestrial) can be used in the multipath and impulsive noise, also it provide good performance over mobile reception environment since it use the OFDM(Orthogonal Frequency Division Multiplexing) based transmission technology and time interleaving technology. One segment and full segment are divided according to the number of the assigned segment. And one-segment broadcasting receiver can design and implement without high levels of technology than the full-segment broadcasting receiver using 64QAM(64 Quadrature Amplitude Modulation) since it uses QPSK(Quadrature Phase Shift Keying) modulation/demodulation. However, it has a constraint in the display size and resolution due to data-rate limits. In this paper, we design and implementation of full-segment ISDB-T receiver module which support HD resolution for set-top box, digital TV, navigation. In experimental results, the implemented full-segment ISDB-T receiver module was satisfactory for all of the desired functions.

A study of improve vectorising technique on the internet (인터넷에서의 개선된 벡터라이징 기법에 관한 연구)

  • 김용호;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.2
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    • pp.271-281
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    • 2002
  • Currently, most web designers guarante high quality using bitmap graphics as fixed font size, but that has defects about file size and flexibility. Especially, to provide high quality of banner and advertise characters, after you should use a bitmap edit program, and then we should follow the method we add that program to HTML documents as bitmap data. In this study, as I show a couple of new tags in front of HTML documents, I show methods which can be presented diverse effects. When text information are stored, because we print out a screen with simple control points and outside information, it can be possible for us to express the same quality of Hangul characters like printed documents in a web browser. Regardless of the second class of platform, we can make it possible the character expression with exact character expressions and diverse effects.

User Experience Element Integrated of Diverse Handheld Devices (다양한 Handheld Device의 사용경험 요소 통합화를 위한 연구)

  • Park, Wan-Je;Kim, Joon-Hwan;Jang, Hyun-Kook;Kwon, Hee-Jin;Lee, Jeong-Yeon;Hwang, Ho-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.512-517
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    • 2007
  • 다양한 디지털 가전제품을 제조하는 회사들은 초기에 제품 하나하나에 제품의 사용경험을 담는데 비중을 높여 개발을 하였다. 하지만 제품이 알려지고 종류가 많아지면서 각 제품들을 아우르는 사용자 경험요소 통합화가 필요하게 되었다. 이에 다양한 화면 사이즈와 Input Device를 가진 Handheld Device들 간의 일관된 사용 경험(user experiences)을 제공하는 것을 목적으로 하는 연구가 진행되었다. 대상이 된 제품들은 Digital Media Broadcasting의 수신, Multimedia 파일이 재생, 파일 creation 등이 가능한 Handheld Devices였고, 각 제품들은 특정 기능에 충실한 UI를 구현하고 있다는 특징이 있다. 따라서, 기존 제품의 사용성을 저해하지 않는 수준의 표준화가 필요하며 기존 UI 사용성과 표준화 UI 사용성 간의 조화가 중요 하였다. 기존 제품의 개별 특징을 분석하고 Handheld Device의 사용자 요구사항을 조사를 통해 사용경험 요소를 발굴하고 Navigation, Menu Hierarchy, Screen Layout 등의 설계를 통해 Prototype 개발을 하고 Usability Test를 통해 보완을 하였다. Usability Test는 한국, 미국, 영국, 중국 4개국에서 광범위한 사용자 조사가 이루어졌다. 국가 선정은 제품의 주요 시장 및 각 대륙을 대표하는 기준으로 선정되었다. 사용자 그룹은 연령, 지식 수준, 성별에 구분되었고 Web Survey 1000명, Usability Test는 각 국가별 총 100명이 넘는 참석자에 의한 데이터 분석이 이루어 졌다. 이렇게 조사된 데이터를 바탕으로 UI 사용경험 요소를 정의하고 제품의 공통 가이드와 개별 가이드를 개발하는 일련의 프로세스를 확립하고 검증하였다. 본 논문을 통해 대상 제품들의 다양한 특성을 살리면서도 user Interface의 일관성 원칙을 설립하기 위해 시도했던 방법과 과정을 기술하고, 이 과정을 통해서 얻은 결과와 실제적인 경험을 소개한다.

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Soft Keyboard Interface Design for Mobile Device (모바일기기를 위한 소프트키보드 인터페이스 디자인)

  • Oh, Hyoung-Yong
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.79-88
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    • 2007
  • As the mobile computers such as Personal Digital Assistants (PDAs) or Smart Phone has been widespread in our daily life, the demand of an extensive data input will gradually be increased. Consequently, many alternative soft keyboards have been proposed to satisfy this requirement. However none of them can provide an absolute solutions for that, the segregated guideline for keyboard arrangement and usage still cause much confusion to the user. Therefore, an integrated guideline is seriously required. In order to come up with the integrated guideline for Korean Soft keyboard GUI, the questionnaire and the experimental test compared with five soft keyboards were conducted in this study. As a result this paper presents five guidelines for improving an input speed of soft keyboard on the mobile computing; following familiarity for effective screen use, using a single key rather than grouping key, considering position of prediction word, considering prompt feedback, finally, considering optimized keyboard size.