• Title/Summary/Keyword: Digital Screen

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Designing the Excel Utilization System for Seniors (시니어를 위한 엑셀 활용 시스템 설계)

  • Sim, Hye-Jeong;Yeo, Jeong-Mo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.123-126
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    • 2012
  • Increasing number of elderly's active participation in society, it is arisen the needs of senior information for training. Most of the senior's experiences in the digital device are low and because they do not get the information in formal education, they are vulnerable to the business office of utilizing the documents. For activities of society, it needs the excel education on enterprise document management training. According to this study, it is designed and implemented the 'Happyseniorcel' which is Excel application system for seniors. As a result of survey, it improves menu-use convenience, screen-color organization satisfaction and screen magnification efficiency compared to current excel. By using 'Happyseniorcel', it is expected to improve excel utilization and to encourage the social activities.

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Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.59-68
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    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.

음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.354-359
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    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

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A Study on the Laser Direct Imaging for FPD ( I ) (평판 디스플레이용 Laser Direct Imaging에 관한 연구( I ))

  • Kang, H.S.;Kim, K.R.;Kim, H.W.;Hong, S.K.
    • Proceedings of the Korean Society of Laser Processing Conference
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    • 2005.11a
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    • pp.37-41
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    • 2005
  • When screen size of the Flat Panel Display (FPD) becomes larger, the traditional photo-lithography using photomasks and UV lamps might not be possible to make patterns on Photo Resist (PR) material due to limitation of the mask size. Though the maskless photo-lithography using UV lasers and scanners had been developed to implement large screen display, it was very slow to apply the process for mass-production systems. The laser exposure system using 405 nm semi-conductor lasers and Digital Micromirror Devices (DMD) has been developed to overcome above-mentioned problems and make more than 100 inches FPD devices. It makes very fine patterns for full HD display and exposes them very fast. The optical engines which contain DMD, Micro Lens Array (MLA) and projection lenses are designed for 10 to 50 ${\mu}m$ bitmap pattern resolutions. The test patterns for LCD and PDP displays are exposed on PR and Dry Film Resists (DFR) which are coated or laminated on some specific substrates and developed. The fabricated edges of the sample patterns are well-defined and the results are satisfied with tight manufacturing requirements.

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The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.

Design and Fabrication of Portable Dissolved Oxygen Measurement System (휴대용 용존산소 측정 시스템의 설계 및 제작)

  • Chang, Choong-Won;Lee, Sung-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.9 no.3
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    • pp.219-223
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    • 2008
  • The dissolved oxygen (DO) sensors were fabricated by screen printing method, and potable dissolved oxygen measurement system was fabricated for low cost products. The fabricated sensors had high current change and fast response according to dissolved oxygen concentrations in the applied voltage of 0.7 V. The DO measurement system was consisted of MCV, amplifier, filter, power supply and display. DO concentrations were programed to display as digital percentages by converting the analog value. It is expected that the fabricated DO measurement system can replace the expensive commercial DO meter, because it reveals the high accuracy of ${\pm}0.5%$ to the standard solution and the response time of about 100 sec like the commercial DO meter.

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A Preliminary Study for the Development of Diagnostic X-ray Simulator using Visible Light Source (일반광원을 이용한 진단용 X선 모사 실험장치 개발을 위한 예비 연구)

  • 정광호;서태석;이형구;최보영;윤세철
    • Progress in Medical Physics
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    • v.13 no.3
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    • pp.169-175
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    • 2002
  • The purpose of this study is to verify the usefulness of X-ray simulator which uses a visible light source for further study. We developed a small experimental equipment which is composed of three main components - source, localizer and detector. Cartesian coordinate was set in 3D space, and the position of target was assumed the origin of the coordinate. The light from the source passes directly through the target, and projection image is formed on the screen, which can be taken with the digital camera. Since projection images were acquired behind the screen, they were flipped over right and left. By examining the characters of visual light source and equipments, it could be concluded that developed system was useful for experimental purpose.

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Cinema around "Virtual Reality" techniques (영화와 가상현실 기술에 대한 소론)

  • Coppola, Antoine
    • Trans-
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    • v.10
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    • pp.1-13
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    • 2021
  • If virtual reality is well known through the medias, it seems that a few visual concepts are clearly related to VR. We try to think about it and introduce to a philosophy of VR techniques. So, from techniques and media techno-powers promotional campaigns, we aim to areal technology, it means an objective reflection on the VR techniques. To do so, we study the representations of VR in films. And we conclude that a negative image is the most common representation, related, often, to an Orwellian vision of the future world. In the second part, we study some VR films, and especially some made by famous film directors (Iñárritu, Bigelow). 'Head-turn' and 'Walk-around' films are commented to check their limits. Finally, we consider that for the moment, VR remains only a new space to screen films (into VR platforms connected to the Internet).

Development of Hazardous Food Notification Application Using CNN Model (CNN 모델을 이용한 위해 식품 알림 애플리케이션의 개발)

  • Yoon, Dong Eon;Lee, Hyo Sang;Oh, Am Suk
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.461-467
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    • 2022
  • This research is to raise awareness of food safety by designing and supporting a hazard food information notification platform for consumers. To this end, the design was carried out by dividing the process into a data extraction process, an application screen design process, and a CNN-based food inference process. Data was collected through public data APIs and crawling, and it was sent to each activity screen designed for Android studios so that it could be output. As a result, when the platform is executed, information on hazardous food names, registration dates, food classification, manufacturing dates, recovery grades, recovery reasons, recovery methods, company names, barcode numbers, and packaging units can be intuitively and conveniently checked. In addition, CNN-based food inference processes allowed mobile cameras to infer harmful food and applied various quantization techniques such as Dynamic Range, Integer, and Float16 to compare the degree of improvement in inference performance. As a result, the group that applied basic quantization and treated device resources with GPU showed the greatest improvement in inference performance. Through this platform, it is expected that the reliability of food safety will be improved by making it more convenient for consumers to recognize food risks.

Evaluation and Analysis of Mouse and Wiimote Interaction According to Display Sizes (디스플레이 크기에 따른 마우스와 위모트 인터랙션 평가와 분석)

  • Kim, Min-Young;Moon, Hyung-Tae;Cho, Yong-Joo;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.11-20
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    • 2010
  • Recently there are various innovative user interfaces such as a wireless motion controller Wiimote appeared to give a new user experience which is different from the traditional devices like a joystick, mouse, or keyboard. With the advent of technologies, display devices become larger and larger in screen size and offer high-resolutions, and tiled display systems are also used in various applications. Although there are some efforts on investigating new interfaces developed for the large screen, there are a few studies conducted on user interaction on large displays such as tiled display. In this paper, we present a study evaluating and analyzing the effects of mouse or Wiimote user interactions on four different kinds of displays with various sizes and resolutions.