• 제목/요약/키워드: 3Screen

검색결과 2,437건 처리시간 0.054초

Development of Real Time Information Service Model Using Smart Phone Lock Screen (스마트 폰 잠금 화면을 통한 실시간 정보제공 서비스 모델의 개발)

  • Oh, Sung-Jin;Jang, Jin-Wook
    • Journal of Information Technology Services
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    • 제13권3호
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    • pp.323-331
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    • 2014
  • This research is based on real-time service model that uses lock screen of smart devices which is mostly exposed to device users. The potential for lock screen space is immense due to their exposing time for user. The effect can be maximized by offering useful information contents on lock screen. This service model offers real-time keyword with abridged sentence. They match real-time keyword with news by using text matching algorithm and extracts kernel sentence from news to provide short sentence to user. News from the lock screen to match real-time query sentence, and then only to the original core of the ability to move a user evaluation was conducted after adding. The report provided a key statement users feel the lack of original Not if you go to an average of 5.71%. Most algorithms allow only real-time zoom key sentence extracted keywords can accurately determine the reason for that was confirmed.

Screen Printing Method on Crystalline Silicon Solar Cells : A Review (결정질 실리콘 태양전지에 적용될 스크린 프린팅 기술 개발 동향 : 리뷰)

  • Jeon, Young Woo;Jang, Min Kyu;Kim, Min Je;Yi, Jun Sin;Park, Jinjoo
    • Current Photovoltaic Research
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    • 제10권3호
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    • pp.90-94
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    • 2022
  • The screen-printing method is the most mature solar cell fabrication technology, which has the advantage of being faster and simpler process than other printing technology. A front metallization printed through screen printing influences the efficiency and manufacturing cost of solar cell. Recent technology development of crystalline silicon solar cell is proceeding to reduce the manufacturing cost while improving the efficiency. Therefore, screen printing requires process development to reduce a line width of an electrode and decrease shading area. In this paper, we will discuss the development trend and prospects of screen-printing metallization using metal paste, which is currently used in manufacturing commercial crystalline silicon solar cells.

The Study of Introducing the Screen Door in Subway Station (지하철 역사 승강장의 스크린도어 도입에 관한 연구)

  • Kim, Sang-Woon;Seong, Ki-Chang;Kang, Byoung-Keun
    • Journal of The Korea Institute of Healthcare Architecture
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    • 제10권2호
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    • pp.51-58
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    • 2004
  • In this paper, the problem of subway platform is analyzed and the alternative as a screen door is suggested. This paper aims to improve the facility law in subway platform. Because facility law related to platform is absent, the study scope is limited to detail design that is matched to rules. Field survey is performed to 300 persons that are 150 men and 150 women in Shingil station in which the screen door is established. Also the persons are used the screen door at least 3 times. It makes the field survey credible. The study is proceeded as follows ; First, the law related to platform, the problem of platform, and the plan and status of screen door are analyzed. Second, the definition, and composition of screen door are examined. Then, kinds of screen door is analyzed and the advantage and disadvantage of each kind of screen door are compared. Third, the necessity of establishing the screen door is examined through field survey and error range of stop position is investigated. Through this flow, final results is abstracted. Direction of facility related to subway platform, applied objective and range are suggested based on this study. This study focuses the stability of platform, pleasantness, and energy saving and suggests facility improvement direction through introducing the screen door and further study.

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Virtual Touch Screen System for Game Applications (게임 응용을 위한 가상 터치스크린 시스템)

  • Kim, Hyung-Jun
    • Journal of Korea Game Society
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    • 제6권3호
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    • pp.77-86
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    • 2006
  • We have developed a virtual touch screen system which has improved on the standard functions of general tooth screen systems, and it also can be used for game applications. It is based on an image processing system which does not require a physical screen like traditional touch-screen system. Our system requires only two standard PC cameras, so that there is no limit of the size of the touch screen. The developed system can be installed easily and implemented with low cost, and can be applied to new kinds of games.

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Analysis of the Working Conditions of Screen Fire Shutters in the Goyang Bus Terminal Fire (고양종합터미널화재 시 스크린방화셔터의 작동실태 분석)

  • Lee, Eui-Pyeong
    • Fire Science and Engineering
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    • 제32권2호
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    • pp.82-91
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    • 2018
  • This study analyzed the working conditions and problems of screen fire shutters in the Goyang Bus Terminal fire based on the fire investigation results. At that time, screen fire shutters in the 1st basement, which was under construction, did not work because the power was shut off. Four screen fire shutters in the 1st and 3rd floor did not work despite the power not being shut off. The following problems related to a screen fire shutter were found: shutting off the power to screen fire shutters for the fire compartment on each floor, even when the fire compartments were changed in each area; installing an integral type screen fire shutter without any regulations, installing a two-stage screen fire shutter in a place not related to obstacles during evacuation; stopping the function of the screen fire shutters for a fire compartment on each floor after a combustible sandwich panel was comparted; installing a screen fire shutter over 10 meters in width, in which its performance was not verified; and no safety control standards for reinstalling or maintaining a screen fire shutter.

Effect of Exposure to Body Image in Media and Bullet Screen on Weight Loss Intention - Focused on Bilibili, a Video Sharing Website of China (미디어 노출 신체이미지와 탄막 이용이 다이어트 의도에 미치는 영향 -중국 비리비리(Bilibili) 동영상 사이트를 중심으로)

  • Liang, Shuang;Cho, Hee Jung;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • 제20권10호
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    • pp.268-283
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    • 2020
  • The purpose of this study was to examine the effect of exposure to body image in media and bullet screen on weight loss intention by specifically focusing on Bilibili, a video sharing website of China. For the study, a 3 (Social viewing: no bullet screen vs. complimentary bullet screen vs. critical bullet screen) x 2 (Body image in media: ideal vs. realistic) between-subjects factorial design was conducted. A total of 310 Chinese women in their 20s were recruited to participate in an experimental survey. The main results showed that viewing the ideal body image with the complimentary bullet screen and realistic body image with the critical bullet screen strengthened the participants' intention on weight loss. Finally, the interaction effect of social viewing and the types of bullet screen were examined. The higher weight-loss intention was revealed when social viewing was conducted with the complimentary bullet screen of the ideal image. The results of this study can enhance the understanding of the bullet screen as a type of social viewing and its effect on user behavior intention.

Design method of Top-down fog screen (하향식 포그 스크린 설계 방법)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • 제25권3호
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    • pp.31-41
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    • 2019
  • A fog screen consists of tiny water drops and the viewers see the image transmitted through the fog screen. In contrast to ordinary screens, the viewers can see the actors passing through the image on the fog screen on stage. In this paper, we describe methods to build a top-down fog screen where fog particles generated in top space fall by gravity forming a flat vertical screen. We use a fog generation technique in which fog particles come out of the water surface when ultrasound vibrators immersed in water tank vibrate. We describe how fog particles form a flat screen while coming out of the fog passage tunnel, by generating guiding winds beside the fog screen. This technique utilizes the principle that fog particles are generated on the surface of a water tank by an ultrasonic vibrator placed in a water tank. The technique of forming a guiding wind on both sides of the passage exit where the fog comes out and the design and manufacturing method of the fog screen generating device are described so that the generated fog group can maintain one plane.

Implementation of Spatial Augmented Reality Using Fog Screen (포그 스크린을 이용한 공간증강현실(SAR) 구현)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • 제25권3호
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    • pp.43-54
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    • 2019
  • In this paper, we review the applicability of fog screen to implement 'Spatial Augmented Reality' which displays the image on the whole space of real space or in real space by separating display equipment and user, in contrast to the traditional Augmented Reality. Through three exhibitions and one performance, we confirmed t hat the fog screen, which can be passed through, is a suitable material for implementing the Spatial Augment ed Reality. We found that the hologram production was easier than before because of fog screen. Through the questionnaire survey conducted on performers along with the exhibition, we found that only about half of people know what a fog screen is, and about 10% of the total respondents saw the fog screen. In order to investigate the effect of fog screen on the surrounding space, we conducted an experiment to observe the change of humidity according to the time and distance in the Children's Culture Center of the Asian Culture Center. We found that the humidity within a radius of 5m around the fog screen could increase by 2~3%($6,400m^3$ standard). Thus we provided some safety requirement with fog screen when works made of materials vulnerable to moisture such as paint, paper, and wood are exhibited at the same time with fog screen in the exhibition hall.

Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development (3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시)

  • Hong, Je-Hoon
    • Journal of the HCI Society of Korea
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    • 제5권1호
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    • pp.1-9
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    • 2010
  • The objective of this study is to present a prototype of organic content, using 3 Screen as the basic concept, and to examine the possible applications of such models. Organic content is something with the characteristics of an organism, which adapts to each unit while maintaining connectivity without losing identity, according to the situation of the user and the characteristics of each unit, opposed to contents that exist without connectivity among units. To this end, I produced a prototype called "Fishing Phone," which crosses over TV, 모바일 and PC. In the Fishing Phone, the fish adapts to each unit as it interacts differently with users while maintaining its own identity. It is an organic content that travels freely through the 3Screen. Fishing Phone was created by using technology and products widely used and serviced today, such as WiFi, java networking, flash player 7, omnia2, and space censors. It demonstrates that organic content can transcend the limitations of space in existing contents, generating new value, realizing complex interaction, and ultimately providing advanced applications for marketing.

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The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • 제18권7호
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.