• 제목/요약/키워드: Device and Media

검색결과 860건 처리시간 0.037초

나노 파우더 제조용 비드밀 제작에 관한 연구 (Study on Fabricating Bead Mill for Manufacturing Nano Powders)

  • 손재엽;남권선;김병희
    • 산업기술연구
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    • 제25권B호
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    • pp.127-133
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    • 2005
  • Manufacturing methods of Nano particles can be distinguished by top-down technology as physical method and bottom-up technology as chemical synthetic method. Top-down technology is a kind of method for making microstructure as like carving after forming a macroscopic structure in advance and its typical methods are ball milling, gas condensation method and so on. Nano Particles synthesized by bottom-up method have got to do dispersing process for using them as actual nano particles because their viscosity are very strong and so easy to shape cohesive substances. Therefore, this study is about a particle separating device which separates a certain constant size of grains processed already in mill and mixer because we mostly use media agitating mill as a device of milling and dispersing and we necessarily use very slight balls as media for manufacturing nano particles in the machine. The centrifugal device has been designed for passing and separating below a certain type of grain size after final process of particles in the mill.

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Measurement and Analysis of Arousal While Experiencing Light-Field Display Device

  • Choi, Hyun-Jun;Kim, Noo-Ree;Park, Hyun-Rin
    • Journal of information and communication convergence engineering
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    • 제18권3호
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    • pp.188-193
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    • 2020
  • In this paper, we examine whether the 3D image experience through a light-field display device showed the difference in the arousal of the user compared with the 2D image experience. For our experiment, the Looking GlassTM (LG) was used as a lightfield display device that provided 3D images, and 2D images were provided by digital and printed images. The subject's facial behavior during each media experience was recorded for analysis and the degree of arousal was measured by FaceReaderTM. As a result, the first image presented in the first order among the three kinds of images showed that there was a statistical difference in the degree of arousal between the three media. However, no significant differences were found between the three media in the other images. This may be because the arousal did not increase from the experience of the second image through the LG, owing to habituation. In conclusion, the 3D imaging experience may appear in the beginning, but does not continue.

저전력 멀티미디어 재생 기법 (PoMP : Power conscious Multimedia Player)

  • Park, Jung-Wan;Won, You-Jip
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2003년도 봄 학술발표논문집 Vol.30 No.1 (C)
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    • pp.253-255
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    • 2003
  • Electricity is the prime commodity in mobile device, e.g. smart phone, PDA, MP3 player and etc. This strict restriction on power consumption requirement of the mobile device puts unique demand in designing hardware and software components of the device. In this paper, we address the issue of minimizing the power consumption in retrieving the continuous media data from the disk drive for real-time playback purpose. Different from the legacy text based data, real-time multimedia playback requires that the storage supplies the data block continuous fashion. This may put immense burden on the power scarce environment since the disk Is required to be active for the entire playback duration. We develop elaborate algorithm which carefully analyzes the power consumption profile of the disk drive and which establishes the data retrieval schedule for the given playback. It computes the amount of data blocks to read, the length of active and standby period. According to our simulation result, the ARM algorithm exhibits superior performance in continuous media retrieval from the aspect of power consumption to legacy playback scheme.

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아동을 위한 디지털미디어 리터러시 성장성 연구: 라캉의 욕망이론을 중심으로 (A Study on Digital Media Literacy Growth Possibility for Children: Focusing on Lacan's Desire Theory)

  • 황보원주;위민영
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.420-428
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    • 2017
  • In recent trends, the first age of digital device usage has been significantly getting low and the using frequencies for younger generation have been gradually increasing. Also, while there were more negative opinions of this trend in the past, the new idea is changing to more needs of training and approaches for children's sound using guidelines for digital device. In fact, people believe the new generation will face more advanced future, called the Fourth Industrial Revolution. The purpose of the paper is first to explain about the Jacques Lacan's concept of desire theory in order to understand the human's unconscious level through His desire theory. Second, the paper identifies how this unconscious level is affected to ethical aspects of new generations whose unconscious level are frequently and early exposed to digital media. Lastly, the paper will present the necessity of digital literacy education as well as future direction. Furthermore, the paper review for what is the ethics and positive guidelines of digital media for children who will become the future citizens in the era of the Fourth Industrial Revolution.

전해 살균장치 설계에 관한 연구 (A Study on Electrolysis Sterilization Device)

  • 김관형;전재환;김성현;이준연;강성인;조현철
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2010년도 춘계학술대회
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    • pp.996-997
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    • 2010
  • 본 논문은 전해 살균장치에 대한 설계와 설계된 전해 살균장치를 기반으로 살균장치 내부 상태를 모니터링 하여 전해 살균장치 내부의 고장 진단 및 기타 이상 동작을 감지할 수 있도록 지능형 전해 살균장치의 설계 방법을 제시하고, 모니터링 된 살균장치의 내부 상태를 TCP/IP 기반의 이더넷 통신을 이용하여 원격에서 종합 관리 할 수 있는 시스템을 제시하고 그 효용성을 제시하고 자 한다.

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사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현 (Design and Implementation of the Image Creation System based on User-Media Interaction)

  • 송복득;김상윤;김채규
    • 한국멀티미디어학회논문지
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    • 제19권5호
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

안전한 스마트 단말을 위한 가상화 기반 도메인 분리 보안 플랫폼 구현 (Implementation of Virtualization-based Domain Separation Security Platform for Smart Devices)

  • 김정녀
    • 스마트미디어저널
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    • 제5권4호
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    • pp.116-123
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    • 2016
  • 최근 들어, 스마트 단말에서 오피스, 화상회의 등 스마트워크 업무와 관련된 중요한 정보들을 다루는 경우가 많아졌다. 또한 스마트 단말의 실행환경이 공개 소프트웨어 환경 위주로 발전하면서, 사용자들이 임의의 응용소프트웨어를 다운받아 사용하는 것이 용이하게 됨에 따라, 스마트 단말이 보안적 측면에서 취약하게 되었다. 본 논문에서는 TEE(Trusted Execution Environment) 기반의 격리된 안전실행환경 영역을 가지는 모바일 단말 플랫폼인 가상화 기반 스마트 단말 보안 기술의 특징을 알아본다. 또한, 본 논문에서는 스마트 단말에서 실행되는 응용프로그램을 위한 도메인 분리 기반의 안전한 스마트 단말 보안 플랫폼에 대한 구현 방법을 제안한다.

스마트기기 게임에 적합한 실시간 번개 시뮬레이션 연구 (A Study on Real-Time Lightning Simulation for Smart Device)

  • 박성배;오규환
    • 한국게임학회 논문지
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    • 제13권4호
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    • pp.35-46
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    • 2013
  • 본 논문에서는 스마트기기에 적합한 실시간 번개 시뮬레이션을 제시한다. 물리학에 기반을 가지는 Dielectric Breakdown Model을 근사하여 스마트기기 환경에서 실시간 구현이 가능한 번개 경로 결정 알고리즘을 제시하며, 여러 개의 번개를 동시에 그리고 실시간으로 렌더링 할 수 있는 방법을 제시한다. 마지막으로 번개의 경로를 실시간으로 수정할 수 있는 방법을 제시하여 유저와 실시간 상호작용이 가능하게 한다. 본 논문에서 제시한 번개 시뮬레이션은 스마트기기 환경에서 번개가 주 요소인 게임에서 사용이 될 것으로 판단된다.

초등학교 3학년의 미디어기기 이용과 집행기능 곤란과의 관계: 의사소통의 조절효과를 중심으로 (A Study on the Relationship between the Media Device Use and Executive Function Difficulties in Third Grade: Focus on the Moderating Effect of Child's Communication Ability)

  • 정은화;이현아;이지영;이강이
    • Human Ecology Research
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    • 제57권4호
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    • pp.523-534
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    • 2019
  • This study identifies correlations between the use of media devices, communication ability, and executive function difficulties for third grade students, as well as investigates the moderating effect of a child's communication ability. Data from the 10th (2017) Panel Study on Korean Children [PSKC] was employed (N=557). Descriptive statistics, Pearson's correlation and hierarchical regression were used along with SPSS 25.0(IBM Co., Armonk, NY, USA). The results were as follows. First, the executive function difficulties in the third-grade showed a significant positive correlation with media device use. While also, showing a negative correlation with a child's communication ability. Media devices use and communication ability has a significant negative correlation. Second, a child's communication ability has a moderating effect in relation to the use of media devices and executive function difficulties. The difficulty of executive function showed a reciprocal increase to a child's use of media devices and indicated a discriminatory effect of a child's communication ability. In conclusion, this study shows that communication ability is important as a personal factor for children who control the negative effects of media devices. Therefore, it is necessary to provide and support an environment for the development of a child's communication ability.

개인용 컴퓨터와 휴대장치간의 효과적 정보 전송기법 연구 (A Study on Effective Information Transfer Technique between Personal Computer and Portable Equipment)

  • 최규석;박종진;강정진;김웅재
    • 한국인터넷방송통신학회논문지
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    • 제13권2호
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    • pp.261-267
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    • 2013
  • 본 논문은 휴대용 장치와 컴퓨팅 장치를 USB 인터페이스로 연결하여 구동하는 기법에 관한 것이다. 이를 위하여 본 연구에서는 휴대용 장치와 컴퓨팅 장치를 USB인터페이스를 통해 연결하고, 연결된 휴대용 장치를 대용량 저장 장치인 광 기록매체로 인식하도록 하여 휴대용 장치와 응용 프로그램간의 다양한 데이터를 손쉽게 송수신할 수 있도록 하였다. 본 연구에서 제안된 시스템을 통해 휴대용 장치에 대응하는 별도의 USB 드라이버를 설치하지 않고도 휴대용 장치에 저장된 데이터를 이용하여 다양한 작업을 수행할 수 있도록 하여 사용자의 편의성을 극대화하였다. 또한, USB 드라이버에 대한 의존성을 제거함으로써, 단일 통신 방식을 통해 다양한 휴대용 장치를 연결하여 각종 기능을 지원할 수 있도록 하였다.