• Title/Summary/Keyword: Device Collaboration

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Full Color Top Emission AMOLED Displays on Flexible Metal Foil

  • Hack, Michael;Hewitt, Richard;Urbanik, Ken;Chwang, Anna;Brown, Julie J.;Lu, Jeng Ping;Shih, Chinwen;Ho, Jackson;Street, Bob;Ramos, Teresa;Rutherford, Nicole;Tognoni, Keith;Anderson, Bob;Huffman, Dave
    • 한국정보디스플레이학회:학술대회논문집
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    • 2006.08a
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    • pp.305-308
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    • 2006
  • Advanced mobile communication devices require a bright, high information content display in a small, light-weight, low power consumption package. For portable applications flexible (or conformable) and rugged displays will be the future. In this paper we outline our progress towards developing such a low power consumption active-matrix flexible OLED $(FOLED^{TM})$ display. We demonstrate full color 100 ppi QVGA active matrix OLED displays on flexible stainless steel substrates. Our work in this area is focused on integrating three critical enabling technologies. The first technology component is based on UDC's high efficiency long-lived phosphorescent OLED $(PHOLED^{TM})$ device technology, which has now been commercially demonstrated as meeting the low power consumption performance requirements for mobile display applications. Secondly, is the development of flexible active-matrix backplanes, and for this our team are employing PARC's Excimer Laser Annealed (ELA) poly-Si TFTs formed on metal foil substrates as this approach represents an attractive alternative to fabricating poly-Si TFTs on plastic for the realization of first generation flexible active matrix OLED displays. Unlike most plastics, metal foil substrates can withstand a large thermal load and do not require a moisture and oxygen permeation barrier. Thirdly, the key to reliable operation is to ensure that the organic materials are fully encapsulated in a package designed for repetitive flexing, and in this device we employ a multilayer thin film Barix encapsulation technology in collaboration with Vitex systems. Drive electronics and mechanical packaging are provided by L3 Displays.

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Partial Offloading System of Multi-branch Structures in Fog/Edge Computing Environment (FEC 환경에서 다중 분기구조의 부분 오프로딩 시스템)

  • Lee, YonSik;Ding, Wei;Nam, KwangWoo;Jang, MinSeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1551-1558
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    • 2022
  • We propose a two-tier cooperative computing system comprised of a mobile device and an edge server for partial offloading of multi-branch structures in Fog/Edge Computing environments in this paper. The proposed system includes an algorithm for splitting up application service processing by using reconstructive linearization techniques for multi-branch structures, as well as an optimal collaboration algorithm based on partial offloading between mobile device and edge server. Furthermore, we formulate computation offloading and CNN layer scheduling as latency minimization problems and simulate the effectiveness of the proposed system. As a result of the experiment, the proposed algorithm is suitable for both DAG and chain topology, adapts well to different network conditions, and provides efficient task processing strategies and processing time when compared to local or edge-only executions. Furthermore, the proposed system can be used to conduct research on the optimization of the model for the optimal execution of application services on mobile devices and the efficient distribution of edge resource workloads.

An On-site and Off-site Collaborative Safety Monitoring Framework using Augmented and Virtual Reality for Nearmiss Incidents

  • Thai-Hoa LE;Jacob J. LIN
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.909-916
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    • 2024
  • The emergence of Building Information Modelling (BIM), reality data, Virtual Reality (VR), and Augmented Reality (AR) has significantly enhanced the collaboration between stakeholders in construction management. The utilization of VR/AR devices holds considerable potential for monitoring safety in complex and constrained working environments on the construction site. On the other hand, near-miss incidents remain an important early sign of struck-by accidents. However, research on early warning and prevention methods for this risk is still limited. This paper, therefore, presents a framework for on-site and off-site collaborative safety monitoring framework using augmented and virtual reality for near-miss incidents. In the proposed framework, three phases to develop a VR/AR-based safety monitoring system include (1) construction safety simulation environment, (2) localization-based interaction system, and (3) safety monitoring system. The system can undertake the processing of data and enables communication among disparate VR/AR devices. VR clients are observational tools and offer guidance, while the AR client stays onsite for construction tasks. All clients connect to a processing computer, which also works as a host. The system embedded in the AR device can trigger an alarm or receive signals from the VR client when a near-miss issue happens. Additionally, all device clients possess the capability to share data acquired from onsite monitoring cameras, thereby fostering effective discussions and decision-making. The efficacy of this cross-platform system has been validated through the implementation of an outdoor coordination case study.

An Analysis of the Influence of Digital Media Device and Communication Utilization Capabilities on Entrepreneurial Intention : Focusing on the Mediating Effect of Risk-Taking and Proactiveness (디지털 미디어 기기 및 커뮤니케이션 활용역량이 창업의도에 미치는 영향에 대한 분석 : 위험감수성 및 진취성의 매개효과를 중심으로)

  • Lee, Sang Gil;Leen, Jae Mahn
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.1
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    • pp.113-126
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    • 2021
  • After the Corona 19 pandemic in the first half of 2020, the business environment has been changed in a very different way. The convergence in digital device would be the keyword of the future business. Due to the Corona 19 incident, the ability to utilize digital media devices has emerged as an important topic as people are focusing on online. The Corona incident has reminded us of how important digitalization is at all points of contact. This study analyzed the effects of digital media device and communication utilization capabilities on entrepreneurial intention by reflecting the mediating effect of risk-taking and proactiveness. For this study, a survey of 250 ordinary people was conducted and finally 212 valid questionnaires were collected. Statistical techniques were analyzed using Amos23. The analysis of the collected data showed that digital media device utilization and communication utilization did not directly affect entrepreneurship intentions, but it was confirmed that entrepreneurship risk-taking would have an intention to start a business. Through this, it was suggested that the development of start-up programs based on entrepreneurship and digital media utilization capabilities should be strengthened in a smart society centered on information and communication to expand job creation for the digital generation.

IoT Platform Service to Support Characters (캐릭터를 지원하기 위한 IoT 플랫폼 서비스)

  • Oh, Won-Hwan;Nam, Kang-Hyun;Pak, Sang-Hyon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.3
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    • pp.643-650
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    • 2018
  • This service uses beacon with BLE technology, and USER APP has priority with Anchor IPS which secures location and device. Since then, it has been linked with character beacons that can be used in various places. The character beacon which is recognized as a service is able to confirm the user's location through API key of the LBS CMS server, and receives various contents services of the UESR CMS server. The service network consists of character beacon, Anchor IPS, USER APP, LBS CMS server, and USER CMS server. The purpose of the service is to promote local tourism and local culture to tourists through local unique characters.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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LASER WELDING APPLICATION IN CAR BODY MANUFACTURING

  • Shin, Hyun-Oh;Chang, In-Sung;Jung, Chang-Ho
    • Proceedings of the KWS Conference
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    • 2002.10a
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    • pp.181-186
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    • 2002
  • Laser welding application for car body manufacturing has many advantages in the stiffness and the lightness of vehicle, the productivity of assembly line, and the degree of freedom in design. This presentation will express the innovation of car body manufacturing including parameter optimization, process modeling, and system integration. In this application the investment for systems was cut down dramatically by real time switching over the laser path between two welding stations. Points of technical discussion are as follows: optimization of parameters such as laser power, robot speed and trajectory, compact and useful design of jig & fixture to assure welding quality for 3 sheet-layer zinc-coated steel, system integration between 4kW Nd:YAG laser device and the other systems, on-line real time welding quality monitoring system, perfect safety standards for high power laser, minimization of consumption costs such as arc lamp, protective glass for optic, etc. Laser welding has found a place on Hyundai's production plant in conjunction with the startup of mass production of new sports car, and this production system is the result of a collaboration of its engineers. Outer side sheets are joined to inner side sheets by 122 stitch welds totally. And the length is about 2.4meter.

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A Study on Internet of Things in IT Convergence Period (융복합 시대의 사물인터넷에 관한 연구)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.267-272
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    • 2014
  • Many people have used a internet at various purposes. Internet have been used the optimal space to share informations by information producer or consumer. But, recently, through the development of networks and devices, The Internet is expanding beyond PCs and mobile devices into enterprise assets such as field equipment, and consumer items such as cars and televisions. The Internet of Things will enable forms of collaboration and communication between people and things, and between things themselves, hitherto unknown and unimagined. This paper presents various meanings of IoT, and describe the electronic and car domain of internet of things.

A Study on the Effect of Mobile Cloud Computing Services Characteristics on the Intellectual Convergence and the Performance Expectancy in Construction Project: From the Perspective of the Social Capital (건설프로젝트에서 Mobile-Cloud Computing Service 특성이 정보융합과 기대성과에 미치는 영향에 관한 연구: 사회적 자본의 관점에서)

  • Kim, Youngwoo;Oh, Jay In
    • The Journal of Bigdata
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    • v.4 no.1
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    • pp.129-142
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    • 2019
  • Construction projects have experienced many failures due to incomplete production environments. Thus, the purpose of this study is to use ICT resources leased during the construction period at the construction site and to introduce the Mobile Cloud Computing Service, which utilizes Cloud Computing Service and mobile devices such as smart phones, tablet PCs, and notebooks instead of physically wired communication networks. The characteristics of Mobile Cloud, such as rapid accuracy, shared collaboration, and ubiquity, will affect the social network among various construction site participants. we conducted empirical research on the introduction of Mobile Cloud to promote information exchange and convergence among the participants and mutual trust, ultimately improving the project performance.

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