• Title/Summary/Keyword: Digital Screen

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A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

Electrochemical Monitoring of NADH Redox with NPQD-modified Electrodes for Cell Viability Assessment

  • JuKyung Lee;Hye Bin Park;Chae Won Seo;Chae Won Seo;SangHee Kim
    • Journal of Sensor Science and Technology
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    • v.32 no.6
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    • pp.412-417
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    • 2023
  • There is increasing interest in the rapid and highly sensitive monitoring of cell viability in biological and toxicological research. Conventional methods depend on optical assays using Water Soluble Tetrazolium-8 (WST-8) or 3-(4,5-dimethylthiazolyl-2)-2,5-diphenyltetrazolium bromide (MTT) assay, which requires a large volume of samples and special instruments, necessitating shipment of clinical samples to laboratories. This paper reports on the development of a rapid and sensitive electrochemical (EC) sensor using screen printed electrode (SPE) and surface modification using 4'-mercapto-N-phenylquinone diamine (4'-NPQD), as double electron mediators, for monitoring cell viability via the measurement of nicotinamide adenine dinucleotide (NADH). We used the sensor to observe the viability of MCF-7 and doxorubicin (Dox)-treated cells. The oxidation current of NADH was measured via chronoamperometry (CA), and the EC results showed a good linear relationship when compared with NADH quantification using WST-8 assay. The analysis time was only 10 s and limit of detection (LOD) of NADH was 1.78 µM. Our EC method has the potential to replace conventional WST assays for cell viability and cytotoxicity experiments.

A Study of the Visual Expressions of Traditional Culture in the 3D Animation Chang'an

  • Lei Xu;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.136-141
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    • 2024
  • Chang'an (Chinese: 长安三万里), also known as 30,000 Miles from Chang'an, is a 2023 Chinese 3D animated historical drama film directed by Xie Junwei and Zou Jing.This thesis aims to explore the visual expression of traditional culture in the 3D animated film Chang'an as an example to reveal the reasons for the success of this type of film. The study analyses in detail the design of the character models and costumes, as well as the use of the traditional landscape painting technique of 'white space' in the composition of the screen from the visual aspect. Through the analysis of character design and screen composition, the thesis concludes that the success of Chang'an lies in its elaborate visual design and clever use of traditional culture, which makes it a 3D animation film with both artistic and commercial values. Finally, the thesis concludes that the production of a successful 3D animation film needs to combine the visual elements of 3D animation with traditional culture in order to win audience recognition and achieve commercial success.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.439-449
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    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

The Effects of Service Quality and System Quality on Customer's Satisfaction and Continued Usage Intention of N-Screen Service Regarding Mobile Network Condition (무선망 환경에 따른 N스크린의 서비스품질과 시스템품질이 고객만족과 지속이용의도에 미치는 영향)

  • Park, Chang-Mook;Kim, Dong-Woo;Lee, Chang-Hyung;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.223-233
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    • 2013
  • This paper studied the effects of service quality and system quality that affect customer's satisfaction and continued usage intention regarding mobile network conditions. The hypotheses and research models were completed using research factors of service quality(reactivity, empathy) and system quality(connectivity, ease of use, channel-mobility) borrowed from previous studies on DMB and IPTV. The hypotheses and research models were verified through experiments and surveys. The key finding showed that customer's expectation on service quality and system quality under fast network(Wifi) was higher than that of under slow network(3G). Furthermore, it showed that users react more sensitive to service quality than to system quality such as network speed. Based on the results, this study has the implication for expanding the understanding of the factors used in previous DMB and IPTV studies by applying them in N-screen domain.

Implementation of Integrated Platform of Face Recognition CCTV and Home IOT (안면인식 CCTV와 홈 IOT의 통합 플랫폼 구현)

  • Ahn, Eun-Mo;Kim, Dong-Hoi
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.393-399
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    • 2018
  • As the existing face recognition CCTV and home IOT have each individual hardware component, they have a disadvantage that the measured results of their sensors and the CCTV can not be viewed on one screen at a time. In order to overcome the above disadvantages of existing CCTV and home IOT, this paper proposes an integrated platform which constitutes the CCTV and home IOT as one hardware component using Raspberry Pi and shows each result on one screen through Smartphone application. The proposed integrated platform CCTV and home IOT system is a system which can run the application as a Smartphone and check the sensor value measured by Raspberry Pi and the picture taken through the Pi camera. The implemented system measures temperature, humidity, gas, and dust, and implements face recognition technology on a screen shot through a Pi camera, allowing it to be seen at a glance with a Smartphone.

The Technical Suggestion for Implementing Animated PSD Ads : Focused on Seoul Metro Line2 (동적 PSD광고 구현을 위한 기술적 제안 : 수도권 지하철 2호선을 중심으로)

  • Kim, Kyoung-Joo;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.381-391
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    • 2018
  • The purpose of this research is to propose a new method of PSD(Platform Screen Door) ads using animated image for efficiency, based on the theoretical background that moving objects have a stronger visual attractiveness effect than static objects. For this, we analyze the relationship between the screen door and the train, then derive the positional and visual elements which help to create efficient animated images. Based on this analysis, we made an example and applied into 3D program to confirm the implementation process of the animated PSD ads. As the result, the research shows that it is possible to produce a new type of PSD ads that can show dynamic visual effects and can give diversity to the PSD advertising media through the combination of the images using time difference.

Automobile Engine Information Display Device Using CAN Communication (캔 통신을 이용한 자동차 엔진 정보 표시장치)

  • Park, Yang-Jae
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.203-210
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    • 2019
  • Most cars today use electronic control to control the state of the engine to achieve optimum performance. This study developed a device for maintaining fault diagnosis and optimal vehicle status by displaying the engine information of a car on the screen in real time using can communication. This system displays information generated from the engine to the driver in real time such as engine intake and exhaust temperature, current battery voltage, tire pressure, RPM, DPF collection amount, torque, and horsepower through the OBD2 socket. You can check immediately. It can help you to drive safely by measuring tire pressure and displaying it on the screen, and it provides a mode to set the shift timing to suit your taste. In particular, in the case of diesel engine cars, the problems caused by smoke can adversely affect the performance and environmental pollution. Therefore, the system was developed to display the DPF collection amount on the system screen to prevent environmental pollution and to manage the vehicle efficiently.

An User-Friendly Kiosk System Based on Deep Learning (딥러닝 기반 사용자 친화형 키오스크 시스템)

  • Su Yeon Kang;Yu Jin Lee;Hyun Ah Jung;Seung A Cho;Hyung Gyu Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.1
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    • pp.1-13
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    • 2024
  • This study aims to provide a customized dynamic kiosk screen that considers user characteristics to cope with changes caused by increased use of kiosks. In order to optimize the screen composition according to the characteristics of the digital vulnerable group such as the visually impaired, the elderly, children, and wheelchair users, etc., users are classified into nine categories based on real-time analysis of user characteristics (wheelchair use, visual impairment, age, etc.). The kiosk screen is dynamically adjusted according to the characteristics of the user to provide efficient services. This study shows that the system communication and operation were performed in the embedded environment, and the used object detection, gait recognition, and speech recognition technologies showed accuracy of 74%, 98.9%, and 96%, respectively. The proposed technology was verified for its effectiveness by implementing a prototype, and through this, this study showed the possibility of reducing the digital gap and providing user-friendly "barrier-free kiosk" services.