• Title/Summary/Keyword: Digital Screen

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A Study on the Digital Holographic Image Acquisition Method using Chroma Key Composition (크로마키 합성을 이용한 디지털 홀로그래피 이미지 획득 방법 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.313-321
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    • 2022
  • As 5G is getting developed, people are getting interested in immersive content. Some predicts that immersive content may be implemented in real life such as holograms, which were only possible in movies. Holograms, which has been studied for a long time since Dennis Gabor published the basic theory in 1948, are constantly developing in a new direction with digital technology. It is developing from a traditional optical hologram, which is produced by recording the interference pattern of light to a computer generated hologram (CGH) and a digital hologram printer. In order to produce a hologram using a digital hologram printer, holographic element (Hogel) image must first be created using multi-view images. There are a method of directly photographing an actual image and a method of modeling an object using 3D graphic production tool and rendering the motion of a virtual camera to acquire a series of multi-view images. In this paper, we propose a new method of getting image, which is one of the visual effect, VFX, producing multi-view images using chroma key composition. We shoot on the green screen of actual object, suggest the overall workflow of composition with 3D computer graphic(CG) and explain the role of each step. We expected that it will be helpful in researching a new method of image acquisition in the future if all or part of the proposed workflow to be applied.

Development of Digital Photogrammetric Systems for Three-Dimensional Topographic Information Analysis (3차원 지형정보분석을 위한 수치사진측량시스템 개발)

  • 유환희;안충현;오성남;성민규
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.17 no.1
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    • pp.11-19
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    • 1999
  • Lately, with the development of the fields of computer and photogrammetry, Digital Photogrammetric Systems are widely used for the generation of GIS basemap, the acquisition of topographic information and DEM, the formation of digital orthophoto, three-dimensional viewing and so on. According as the demand for the systems is rapidly increasing, we suggest keenly the necessity of domestic technical development, because all of these systems depend on foreign technology until now. In this study, by using digital photogrammetry method, with Visual C++ language, we have developed Digital Photogrammetric Systems for Windows which is able to get three-dimensional coordinates through interior orientation, exterior orientation, epipolar line, image matching from a pair of aerial photos taken with metric camera. This system consists of not only a module which can revise digital map that is being made at National Geographic Institute as a part of data construction project of National Geographic Information System, but also a module which can view three-dimensional image on the screen monitor by using anaglyph for three-dimensional analysis. The digital photogrammetry modules developed in this study are expected to be used as primary modules for the effective management of the urban as well as main modules in developing professional digital photogrammetric systems.

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Simple Digital EEG System Utilizing Analog EEG Machine (아날로그 뇌파기를 응용한 간단한 디지털 뇌파 시스템)

  • Jung, Ki-Young;Kim, Jae-Moon;Jung, Man-Jae
    • Annals of Clinical Neurophysiology
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    • v.2 no.1
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    • pp.8-12
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    • 2000
  • Purpose : The rapid development and wide popularity of Digital EEG(DEEG) is due to its convenience, accuracy and applicability for quantitative analysis. These advantages of DEEG make one hesitate to use analog EEG(AEEG). To assess the advantage of DEEG system utilizing AEEG(DAEEG) over conventional AEEG and the clinical applicability, a DAEEG system was developed and applied to animal model Methods : Sprague-Dawley rat as status epilepticus model were used for collecting the EEG data. After four epidural electrodes were inserted and connected to 8-channel analog EEG(Nihon-Kohden, Japan), continous. EEG monitoring via computer screen was done from two rats simultaneously. EEG signals through analog amplifier and filters were digitized at digital signal processor and stored in Windows-based pentium personal computer. Digital data were sampled at a rate of 200 Hz and 12 bit of resolution. Acquisition software was able to carry out 'real-time view, sensitivity control and event marking' during continuous EEG monitoring. Digital data were stored on hard disk and hacked-up on CD-ROM for off-line review. Review system consisted of off-line review, saving and printing out interesting segment and annotation function. Results: This DAEEG system could utilize most major functions of DEEG sufficiently while making a use of an AEEG. It was easy to monitor continuously compared to Conventional AEEG and to control sensitivity during ictal period. Marking the event such as a clinical seizure or drug injection was less favorable than AEEG due to slowed processing speed of digital processor and central processing unit. Reviewing EEG data was convenient, but paging speed was slow. Storage and management of data was handy and economical. Conclusion : Relatively simple digital EEG system utilizing AEEG can be set-up at n laboratory level. It may be possible to make an application for clinical purposes.

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A Study of Preventing Social Engineering Attack on Smartphone with Using NFC (NFC를 이용한 스마트폰 상의 사회 공학적 공격 방지 기법 연구)

  • Suh, Jangwon;Lee, Eunyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.23-35
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    • 2015
  • When people stands near someone's mobile device, it can easily be seen by others. To rephrase this, attackers use human psychology to earn personal information or credit information or other. People are exposed by social engineering attacks. It is certain that we need more than just recommendation for the security to avoid social engineering attacks. This is why I proposed this paper. In this paper, I proposed an authentication technique using NFC and Hash function to stand against social engineering attack. Proposed technique result is showing that it could prevent shoulder surfing, touch event information, spyware attack using screen capture and smudge attack which relies on detecting the oily smudges left behind by user's fingers. Besides smart phone, IPad, Galaxy tab, Galaxy note and more mobile devices has released and releasing. And also, these mobile devices usage rate is increasing widely. We need to attend these matters and study in depth.

Implementation of SNS Integrated Channel based on Facebook (페이스북 기반의 SNS 통합 채널 구현에 관한 연구)

  • Choi, Kwang-Don;Ra, Jong-Hei;Lee, Jae-Sook
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.245-249
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    • 2012
  • The rapid adoption of smartphones led to using SNS(Social Network Service) and many organizations use of SNS as a strategic tool for marketing. Utilization of SNS in the organizations separately operated each channel due to technical problems with SNS. So, the channel separations is required much more operation and management cost to organizations. In this paper, we apply to HTML5 as the web standard technology, and implement to the integrated channels, and the result showed.

A Study of Tour Game Using LBS based on Smart Phone (스마트폰 기반의 LBS를 이용한 투어게임에 관한 연구)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.239-244
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    • 2012
  • This paper proposed a tour game using LBS based on smart phone. This game is based on the historical background of Silla and spatial background of GyoengJu. A Event of tour game uses a smartphone-based LBS. Game events has occurred by comparing pre-measured GPS values and smart phone A-GPS values. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

A Study on Interactive Media Art Contents on Physical Computing Technology (피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구)

  • Li, Yi-Xian;Seo, Chang-Jin
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.193-197
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    • 2012
  • On this paper is the project about which is base on Interactive Media Arts technology. What's more, the audience not only enjoy the images or performances on screen but also appear to be one important element in such interactive media. Therefore, it's function is to combine Physical computing and other perception like the musical instruments playing, then finally arriving to be real-time and capable to be interactive.

Development of Vehicle Assembly Process based on 3D (3D 기반 자동차 조립 프로세스 개발)

  • Kim, Gui-Jung;Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.379-384
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    • 2012
  • In order to show the assembly process in detail, we used Script languages and it's simulation tried to do an automobile assembly process with 3D. 3D View techniques is the method of the optimum which helps the studying activity from industrial site. We developed 3D View in order to show a assembly process with 3D about engine part and tire part. Specially we experimented the user will be able to study actually using touch screen on the working.

Development of Curling Game based on Android Mobile Platform (안드로이드 기반의 컬링 게임 개발)

  • Cho, Jae Hyeon;Ko, Se Hwan;Kim, Youn Hee;Lim, Hae Chull
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.169-177
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    • 2010
  • As expectations about success of smart phones that install Android, an open mobile platform which was developed by Google, are increasing, the development of applications based on the Android has attracted a lot of interest. Especially, game applications have been well received by users. In this paper, we develop an application based on the Android for curling which was adopted as a competitive sport in the Winter Olympic Games. Curling is a sport game played by two teams. The rules of the game are simple, but it is an intelligent one that requires various strategies for victory. In this paper, the curling game based on the Android provides functions, such as pitching, sweeping, collision, and foul handling, that are required in real curling game by using technologies, such as touch screen or accelerometer sensor.

Developing Digital Games through Software Reuse

  • Neto, Beatriz;Fernandes, Lucia;Werner, Claudia;De Souza, Jano Moreira
    • Journal of Information Processing Systems
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    • v.6 no.2
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    • pp.219-234
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    • 2010
  • Gaming is an old humans' habit. Games help in logical development and encourage learning of theoretical and practical concepts. Besides they offer entertainment and challenge. The advent of the personal computer changed this tradition. Every year new challenges arise in a digital format, which lead the young and adults to spend hours in front of a computer or TV screen in an attempt to overcome hurdles and reach an objective. Quality, sophistication, and constant innovation are attained through complex computer software that almost has an obligation to improve as each new title is released, due to this game development becomes a challenge. Considering that a game title is software and thus faces the same restrictions of business applications, this article intends to analyze, under the optics of reuse, if game development resorts to reuse, and where and how this happens.