• Title/Summary/Keyword: Digital Production

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Ion beam irradiation for surface modification of alignment layers in liquid crystal displays (액정 디스플레이 배향막을 위한 이온빔 표면조사에 관한 연구)

  • Oh, Byeong-Yun;Kim, Byoung-Yong;Lee, Kang-Min;Kim, Young-Hwan;Han, Jeong-Min;Lee, Sang-Keuk;Seo, Dae-Shik
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.04a
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    • pp.41-41
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    • 2008
  • In general, polyimides (PIs) are used in alignment layers in liquid crystal displays (LCDs). The rubbing alignment technique has been widely used to align the LC molecules on the PI layer. Although this method is suitable for mass production of LCDs because of its simple process and high productivity, it has certain limitations. A rubbed PI surface includes debris left by the cloth, and the generation of electrostatic charges during the rubbing induces local defects, streaks, and a grating-like wavy surface due to nonuniform microgrooves that degrade the display resolution of computer displays and digital television. Additional washing and drying to remove the debris, and overwriting for multi-domain formation to improve the electro-optical characteristics such as the wide viewing angle, reduce the cost-effectiveness of the process. Therefore, an alternative to non-rubbing techniques without changing the LC alignment layer (i.e, PI) is proposed. The surface of LC alignment layers as a function of the ion beam (IE) energy was modified. Various pretilt angles were created on the IB-irradiated PI surfaces. After IB irradiation, the Ar ions did not change the morphology of the PI surface, indicating that the pretilt angle was not due to microgrooves. To verify the compositional behavior for the LC alignment, the chemical bonding states of the ill-irradiated PI surfaces were analyzed in detail by XPS. The chemical structure analysis showed that ability of LCs to align was due to the preferential orientation of the carbon network, which was caused by the breaking of C=O double bonds in the imide ring, parallel to the incident 18 direction. The potential of non-rubbing technology for fabricating display devices was further conformed by achieving the superior electro-optical characteristics, compared to rubbed PI.

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A Novel Query-by-Singing/Humming Method by Estimating Matching Positions Based on Multi-layered Perceptron

  • Pham, Tuyen Danh;Nam, Gi Pyo;Shin, Kwang Yong;Park, Kang Ryoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.7
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    • pp.1657-1670
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    • 2013
  • The increase in the number of music files in smart phone and MP3 player makes it difficult to find the music files which people want. So, Query-by-Singing/Humming (QbSH) systems have been developed to retrieve music from a user's humming or singing without having to know detailed information about the title or singer of song. Most previous researches on QbSH have been conducted using musical instrument digital interface (MIDI) files as reference songs. However, the production of MIDI files is a time-consuming process. In addition, more and more music files are newly published with the development of music market. Consequently, the method of using the more common MPEG-1 audio layer 3 (MP3) files for reference songs is considered as an alternative. However, there is little previous research on QbSH with MP3 files because an MP3 file has a different waveform due to background music and multiple (polyphonic) melodies compared to the humming/singing query. To overcome these problems, we propose a new QbSH method using MP3 files on mobile device. This research is novel in four ways. First, this is the first research on QbSH using MP3 files as reference songs. Second, the start and end positions on the MP3 file to be matched are estimated by using multi-layered perceptron (MLP) prior to performing the matching with humming/singing query file. Third, for more accurate results, four MLPs are used, which produce the start and end positions for dynamic time warping (DTW) matching algorithm, and those for chroma-based DTW algorithm, respectively. Fourth, two matching scores by the DTW and chroma-based DTW algorithms are combined by using PRODUCT rule, through which a higher matching accuracy is obtained. Experimental results with AFA MP3 database show that the accuracy (Top 1 accuracy of 98%, with an MRR of 0.989) of the proposed method is much higher than that of other methods. We also showed the effectiveness of the proposed system on consumer mobile device.

The formability of high strength steel plate applied TRB for stamping (스탬핑용 고강도강 TRB 판재의 성형 특성)

  • Park, Hyun-kyung;Jeong, Ji-Won;Lee, Gyung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.184-189
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    • 2018
  • Recently, research on lightweight automobiles is increasing continuously to respond to the high safety standards and environmental regulations. The application of high strength steel is one of the effective methods for developing lightweight car bodies. A TWB (Tailor Welded Blank) is major method that allows partial high strength with light weighting using a multi-thickness and multi-material welded blank. On the other hand, additional welding process is required to prepare the blank and quality control for the welding process also required. To secure this point, the TRB (Tailor Rolled Blank) method was suggested. In the TRB method, the thickness of sheet is controlled by the rolling presses and the production efficiency is much higher than welding in TWB methods. In this study, the formability of high strength TRB steel plate was analyzed to examine the rolling effect of the blank. The formability of the specimen was tested using 0.8 and 1 mm thick steel sheets for the TRB plate. The strain was analyzed by the digital image sensing of grid markings on the specimen and the forming limit diagram was calculated. An Erichsen test for the 0.8 and 1 mm thick TRB specimens was carried out and the formability was investigated by comparing with FE analysis.

A Proposal of 3D Printing Service Platform for Construction Industry through case analysis (사례 분석을 통한 건설 3D 프린팅 서비스 플랫폼 제안)

  • Kim, Jongsung;Kim, Sun-Kyum;Seo, Myoung-Bae;Kim, Tae-Hoon;Ju, Ki-Beom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.53-61
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    • 2017
  • Recently, there has been an increase in the number of web-based three-dimensional (3D) printing-related service platforms, which allow consumers to collect 3D modeling data, make requests for production, and receive goods through a distribution service using the service platform. The application of 3D printing technology has been expanded to the construction field, yet no guidelines for the related service platform or operation examples can be found. Therefore, the functions of 10 web-based 3D printing service platforms actively used in other industries were investigated and analyzed in this study, and the analysis results were used as a guideline to develop a 3D printing service platform for the construction industry. In addition, the design, construction and distribution services to be equipped with the construction 3D printing service integration platform were presented by creating the driving scenario of the platform. As 3D printing technology develops, the overall construction and architectural paradigms for design, construction and distribution will change. To prepare for such changes and to pioneer the digital construction market in the future, the role of the 3D printing service platform is expected to increase continually.

A Study of User-Oriented Storytelling Based on Enneagram (에니어그램을 활용한 사용자 중심 스토리텔링에 관한 연구)

  • Kang, Jeong-Hwa;Oh, Gyu-Hwan;Lee, Yun-Jin;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.34-48
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    • 2017
  • The narratives of the digital age have attempted interactions, and the interactive storytelling represented by the Branch Narratives has a problem of the expensive production cost of many optional implementations and poor narrative compared to linear story. As an alternative to this, this study proposes a user-oriented storytelling using user's personality traits. Using the Enneagram, a model of human psyche, and the Actantial model of the semiotician Greimas, when stories and characters are the same, the story could be reconstructed by deriving different topics from the same story according to the user's Enneagram personality type. The theme is determined by defining the axis of the desire of the Actantial model by respectively setting the character with the user's Enneagram type as the subject and the core value in the type as the object. The axis of Power could be defined by the stress and security points in Enneagram. In this way, we can derive the themes of 9 Enneagram types and the corresponding Actantial model and make plots. The users will appreciate one of these reconstructed plots in different perspectives and themes, depending on their personality type. In this study, we applied the above methodology to the story of the pansori novel "Tokkijeon". User-centered storytelling is a new attempt to predict user's choice and reconstruct the story based on the user's personality and perspective.

Mobile phone payment system using a light signal (휴대폰의 광원을 이용한 디지털 카드 시스템)

  • Hu, Moon-Heang;Shin, Moon-Sun;Ryu, Kuen-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.6
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    • pp.1237-1244
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    • 2009
  • In this paper, we proposed a mobile phone payment system using light signal containing payment related information. The digicard system we proposed creates virtual mobile card such as credit numbers and the created information is loaded in mobile phone. The virtual card information should be changed to pulse signal by light signal devices of mobile phone and the specific digicard system reader is able to read light signal. In recent years, a mobile phone payment system has been developed in order to provide user's convenience. But the mobile phone payment system has problems such as the production costs and complex and large size. In order to solve the aforementioned problems, we proposed mobile phone payment system being implemented by updating software without additional hardware modules. Therefore it is possible to apply the proposed digicard system to all kinds of mobile phone. Also encryption module is implemented to solve the problem of the security and privacy. According to an aspect of the present invention, there is provided a mobile phone payment system using a light signal containing payment-related information, comprising: a mobile phone; a photo receiver: and a control server.

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

Analysis of Media Literacy Content Reflected in Middle School Technology and Home Economics Textbooks (중학교 기술·가정 교과서에 반영된 미디어 리터러시 내용 분석)

  • Shim, Jaeyoung;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.99-115
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    • 2020
  • The purpose of this study is to analyze the relationship between home economics curriculum and media literacy education. For this purpose, 12 kinds = types of learning materials for middle school 'Technology·Home Economics 2' textbooks were analyzed. After selecting 'Media Literacy Performance Goals(MLPG)' as the basis for analysis, the distribution of media data and reflection of MLPG were analyzed by frequency and content analysis. The results of this study are as follows. First, 39.6% of the learning materials using media materials out of the total learning materials of 12 textbooks, and there were differences in the frequency and weight of learning materials using media materials by publishers. Depending on the type of media, 68.3% of 'printing', 16.7% of 'images, video', 13.5% of 'digital', and 86.5% of the use of unidirectional media. Second, there was a difference in frequency and weight of learning materials reflecting the MLPG by publishers, and it was necessary to supplement the learning content to improve overall media literacy. Among the MLPG reflected in the learning materials, 'meaning and communication' was the most reflected performance goal, with 58.8%, but there was no two-way communication through the media. Based on the results of these textbook analysis, MLPG in Home Economics are revised as follows. 'Understanding the meaning and self-expression', 'Communication and social participation', 'Use of responsible media', 'Appreciation and enjoyment', 'Use of media technology', 'Information search and selection', 'Creation and production', 'Critical understanding and evaluation'.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Modeling the effects of excess water on soybean growth in converted paddy field in Japan 1. Predicting groundwater level and soil moisture condition - The case of Biwa lake reclamation area

  • Kato, Chihiro;Nakano, Satoshi;Endo, Akira;Sasaki, Choichi;Shiraiwa, Tatsuhiko
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2017.06a
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    • pp.315-315
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    • 2017
  • In Japan, more than 80 % of soybean growing area is converted fields and excess water is one of the major problems in soybean production. For example, recent study (Yoshifuji et al., 2016) suggested that in the fields of shallow groundwater level (GWL) (< 1m depth), rising GWL even in a short period (e.g. 1 day) causes inhibition of soybean growth. Thus it becomes more and more important to predict GWL and soil moisture in detail. In addition to conventional surface drainage and underdrain, FOEAS (Farm Oriented Enhancing Aquatic System), which is expected to control GWL in fields adequately, has been developed recently. In this study we attempted to predict GWL and soil moisture condition at the converted field with FOEAS in Biwa lake reclamation area, Shiga prefecture, near the center of the main island of Japan. Two dimensional HYDRUS model (Simuinek et al., 1999) based on common Richards' equation, was used for the calculation of soil water movement. The calculation domain was considered to be 10 and 5 meter in horizontal and vertical direction, respectively, with two layers, i.e. 20cm-thick of plowed layer and underlying subsoil layer. The center of main underdrain (10 cm in diameter) was assumed to be 5 meter from the both ends of the domain and 10-60cm depth from the surface in accordance with the field experiment. The hydraulic parameters of the soil was estimated with the digital soil map in "Soil information web viewer" and Agricultural soil-profile physical properties database, Japan (SolphyJ) (Kato and Nishimura, 2016). Hourly rainfall depth and daily potential evapo-transpiration rate data were given as the upper boundary condition (B.C.). For the bottom B.C., constant upward flux, which meant the inflow flux to the field from outside, was given. Seepage face condition was employed for the surrounding of the underdrain. Initial condition was employed as GWL=60cm. Then we compared the simulated and observed results of volumetric water content at depth of 15cm and GWL. While the model described the variation of GWL well, it tended to overestimate the soil moisture through the growing period. Judging from the field condition, and observed data of soil moisture and GWL, consideration of soil structure (e.g. cracks and clods) in determination of soil hydraulic parameters at the plowed layer may improve the simulation results of soil moisture.

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