• Title/Summary/Keyword: Digital Screen

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A Portable ECG System Coupled with a Smartphone (스마트폰과 연동한 휴대용 심전도계)

  • Kim, Kiwan;An, Jonghyun;Park, Kwangmin
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.1
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    • pp.7-11
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    • 2021
  • The electrocardiogram(ECG) and heart rates are essential for diagnosing heart disease. However, conventional portable ECG devices are possible to only measure heart rates or have limitations in how and where they are measured. In this paper, a portable ECG system in which ECG waveforms and heart rates are displayed on smartphone screens is developed. A smartphone is used as display equipment instead of a computer screen for continuous monitoring. The developed ECG system filters and amplifies detected analog ECG signals. Next, it converts the amplified analog ECG signals into digital signals, then transmits to the smartphone via Bluetooth communication. This ECG system can display and store biomedical signals on a smartphone through the application. As a result, the waveform and heart rates of the developed portable ECG system has been confirmed to be similar to those of existing medical devices.

Elimination of Screen-Flickering Phenomenon in Multi-Function Display During Flight of Fixed-Wing Aircraft

  • Kwon, Jung-Hyuk;Kwon, Ik-Hyun;Beak, Jun-Ho;Jang, Geun-Hyung;Lee, Wang-Sang
    • Journal of Aerospace System Engineering
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    • v.15 no.2
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    • pp.45-51
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    • 2021
  • In this study, we aim to eliminate the flickering phenomenon in multi-function display (MFD) units during the flight of fixed-wing aircraft. To execute flight missions effectively, the video signals transmitted to MFDs must provide information accurately and seamlessly. Therefore, a method for addressing the flickering phenomenon-including cause analysis and failure diagnosis-is adopted; specifically, a wiring configuration with a direct connection between the video signal cables and with a short cable length is adopted. The proposed method is experimentally verified using a flight test.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

Performance Analysis of GLTF/GLB to Improve 3D Content Rendering Performance

  • Jae Myeong Choi;Ki-Hong Park
    • Journal of Platform Technology
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    • v.11 no.4
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    • pp.13-18
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    • 2023
  • 3D content rendering is one of the important factors that give a sense of realism when creating content, and this process takes a lot of time. In this paper, we proposed a method to improve rendering performance by reducing the vast amount of 3D data in the web environment, and conducted a performance test using DEM and 3D model elevation data. As a result of the experiment, the digital elevation model showed faster performance than the Blender-based 3D modeling, but when the screen was moved using OrbitControl, the fps dropped momentarily. In the case of Terrain, if the range is limited to a speed that maintains 24 to 60 fps using frustum culling and LOD techniques, it is considered that a higher quality map can be produced than GeoTIFF.

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Using Metaverse and AI recommendation services Development of Korea's leading kiosk usage service guide (메타버스와 AI 추천서비스를 활용한 국내 대표 키오스크 사용서비스 안내 개발)

  • SuHyeon Choi;MinJung Lee;JinSeo Park;Yeon Ho Seo;Jaehyun Moon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.886-887
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    • 2023
  • This paper is about the development of kiosks that provide four types of service. Simple UI and educational videos solve the complexity of existing kiosks and provide an intuitive and convenient screen to users. In addition, the AR function, which is a three-dimensional form, shows directions and store representative images. After storing user information in the DB, a learning model is generated using user-based KNN collaborative filtering to provide a recommendation menu. As a result, it is possible to increase user convenience through kiosks using metaverse and AI recommendation services. It is also expected to solve digital alienation of social classes who have difficulty using kiosks.

Land Cover Object-oriented Base Classification Using Digital Aerial Photo Image (디지털항공사진영상을 이용한 객체기반 토지피복분류)

  • Lee, Hyun-Jik;Lu, Ji-Ho;Kim, Sang-Youn
    • Journal of Korean Society for Geospatial Information Science
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    • v.19 no.1
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    • pp.105-113
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    • 2011
  • Since existing thematic maps have been made with medium- to low-resolution satellite images, they have several shortcomings including low positional accuracy and low precision of presented thematic information. Digital aerial photo image taken recently can express panchromatic and color bands as well as NIR (Near Infrared) bands which can be used in interpreting forest areas. High resolution images are also available, so it would be possible to conduct precision land cover classification. In this context, this paper implemented object-based land cover classification by using digital aerial photos with 0.12m GSD (Ground Sample Distance) resolution and IKONOS satellite images with 1m GSD resolution, both of which were taken on the same area, and also executed qualitative analysis with ortho images and existing land cover maps to check the possibility of object-based land cover classification using digital aerial photos and to present usability of digital aerial photos. Also, the accuracy of such classification was analyzed by generating TTA(Training and Test Area) masks and also analyzed their accuracy through comparison of classified areas using screen digitizing. The result showed that it was possible to make a land cover map with digital aerial photos, which allows more detailed classification compared to satellite images.

A Model for Constructing Learner Data in AI-based Mathematical Digital Textbooks for Individual Customized Learning (개별 맞춤형 학습을 위한 인공지능(AI) 기반 수학 디지털교과서의 학습자 데이터 구축 모델)

  • Lee, Hwayoung
    • Education of Primary School Mathematics
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    • v.26 no.4
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    • pp.333-348
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    • 2023
  • Clear analysis and diagnosis of various characteristic factors of individual students is the most important in order to realize individual customized teaching and learning, which is considered the most essential function of math artificial intelligence-based digital textbooks. In this study, analysis factors and tools for individual customized learning diagnosis and construction models for data collection and analysis were derived from mathematical AI digital textbooks. To this end, according to the Ministry of Education's recent plan to apply AI digital textbooks, the demand for AI digital textbooks in mathematics, personalized learning and prior research on data for it, and factors for learner analysis in mathematics digital platforms were reviewed. As a result of the study, the researcher summarized the factors for learning analysis as factors for learning readiness, process and performance, achievement, weakness, and propensity analysis as factors for learning duration, problem solving time, concentration, math learning habits, and emotional analysis as factors for confidence, interest, anxiety, learning motivation, value perception, and attitude analysis as factors for learning analysis. In addition, the researcher proposed noon data on the problem, learning progress rate, screen recording data on student activities, event data, eye tracking device, and self-response questionnaires as data collection tools for these factors. Finally, a data collection model was proposed that time-series these factors before, during, and after learning.

Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.257-263
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    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

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Elastic Modulus Measurement of a Large Size Digital TV Display Unit (대형 Digital TV용 Display Unit의 강성 측정)

  • Kim Chang-Hoi;Moon Seong-In;Choi Jae-Boons;Kim Young-Jin;Lee Jeoung-Gwen;Koo Ja-Choon
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.3 s.168
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    • pp.115-122
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    • 2005
  • As the digital TV markets rapidly growing, many manufacturers introduce large size flat screen TV units. There are two different display types available to large size models which are plasma and TFT-LCD. Since both are constructed with thin large panels that are mostly fragile to even moderate mechanical shock inputs. Some large size panels are severely resonated by the acoustic sound generated TV which deteriorates video quality. Recognizing the potential problems of large displays, accurate measurement of the panels is to be an essential task for the reliable design. Measurement of mechanical properties of a thin large crystallized panel such as TFT-LCD display with traditional material testing equipments is challenging. Since TFT-LCDs are constructed with combination of brittle glass panels, polymer sheets, and liquid crystal, their properties are not only anisotropic but also usually non-linear. Accurate measurement of the properties often requires very expensive facilities. Especially when the size of the test sample is as large as 40-inch or wider, direct measurement cost is prohibitive. Even worse, machining of the large TFT-LCD to make a smaller size specimen that could be fit into a material tester is not possible because of liquid crystal leakage. A new method fer the measurement of elastic modulus of large TFT-LCD panel is presented in this article. The suggested method provides a simple, economic, and user-friendly way fer measuring the elastic modulus of large panels with considerable level of accuracy.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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