• Title/Summary/Keyword: Digital Screen

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A Study on the Development and Commercialization Trends of Wearable Fashion Products Using Flexible Displays (플렉시블 디스플레이가 이용된 웨어러블 패션 제품 개발 및 상용화 동향에 관한 연구)

  • Lee, Hyewon
    • Journal of Fashion Business
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    • v.25 no.4
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    • pp.125-140
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    • 2021
  • Recently, flexible displays have been used as part of fashion beyond the concept of parts for electronic products. The flexible display applied to wearable fashion products flexibly bends according to the wearing position of the human body and, at the same time, decorates the fashion product more splendidly through the screen on which images or videos are displayed. Flexible displays, which are used for clothes and accessories, combine analogue fashion sensibility with digital screens to create a new level of convergence product design and expand the range of fashion design and fashion materials. This study aims to analyze the trends of the development and commercialization of fashion products that use flexible displays. As a research method, theoretical research and empirical research through case analysis were conducted in parallel. First, as a theoretical study, the morphological and technical characteristics of flexible displays were examined. Through theoretical studies, the effect of the characteristics of flexible displays on the development of wearable fashion products was investigated. Second, as an empirical case study, the design of wearable fashion products using flexible displays over the past 10 years and the characteristics of the displays used in the products were analyzed. Based on the characteristics analyzed, the product design, display and product integration methods and the commercialization stages of wearable fashion products using flexible displays were analyzed.

Voice Activity Detection Algorithm using Wavelet Band Entropy Ensemble Analysis in Car Noisy Environments (문서 편집 접근성 향상을 위한 음성 명령 기반 모바일 어플리케이션 개발)

  • Park, Joo Hyun;Park, Seah;Lee, Muneui;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.21 no.11
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    • pp.1342-1352
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    • 2018
  • Voice Command systems are important means of ensuring accessibility to digital devices for use in situations where both hands are not free or for people with disabilities. Interests in services using speech recognition technology have been increasing. In this study, we developed a mobile writing application using voice recognition and voice command technology which helps people create and edit documents easily. This application is characterized by the minimization of the touch on the screen and the writing of memo by voice. We have systematically designed a mode to distinguish voice writing and voice command so that the writing and execution system can be used simultaneously in one voice interface. It provides a shortcut function that can control the cursor by voice, which makes document editing as convenient as possible. This allows people to conveniently access writing applications by voice under both physical and environmental constraints.

Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.39-52
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    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

A Study of Research Publication Ethics for Social Science Researcher

  • Eungoo KANG;Hee-Joong HWANG
    • Journal of Research and Publication Ethics
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    • v.4 no.2
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    • pp.19-25
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    • 2023
  • Purpose: This research article aim is to critically examine the ethical principles that govern research publication in social sciences and to identify and analyze the everyday ethical challenges social science researchers face during the publication process. Also, the research explores the factors contributing to ethical violations in social science research publication. Research design, data, and methodology: The present research has conducted comprehensive literature analysis and the authors of this research has figured out total 24 significant prior studies in the current literature dataset for the literature review and finding section. The procedure of data obtaining included the elimination process to screen dissertation papers, conference papers, and internet sources. Results: Previous The sociologies, given their emphasis on the human way of behaving and interactions, demand heightened ethical considerations due to the potential impact of research findings on individuals and society. Therefore, understanding and upholding ethical standards are essential for researchers at all career stages. Conclusions: In order to retain the integrity, legitimacy, and societal influence of research findings, ethical issues are crucial and the necessity for flexible and comprehensive ethical frameworks is highlighted by the rapid evolution of research methodology, digital platforms, and interdisciplinary collaborations, adding new dimensions of ethical complexity.

The Comparative Analysis of Exposure Conditions between F/S and C/R System for an Ideal Image in Simple Abdomen (복부 단순촬영의 이상적 영상구현을 위한 F. S system과 C.R system의 촬영조건 비교분석)

  • Son, Sang-Hyuk;Song, Young-Geun;Kim, Je-Bong
    • Korean Journal of Digital Imaging in Medicine
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    • v.9 no.1
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    • pp.37-43
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    • 2007
  • 1. Purpose : This study is to present effective exposure conditions to acquire the best image of simple abdomen in Film Screen (F.S) system and Computed Radiography (C.R) system. 2. Method : In the F.S system, while an exposure condition was fixed as 70kVp, images of a patients simple abdomen were taken under the different mAs exposure conditions. Among these images, the best one was chosen by radiologists and radiological technologists. In the C.R system, the best image of the same patient was acquired with the same method from the F.S system. Both characteristic curves from F.S system and C.R system were analyzed. 3. Results : In the F.S system, the best exposure condition of simple abdomen was 70kVp and 20mAs. In the CR system, with the fixed condition at 70kVp, the image densities of human organs, such as liver, kidney, spleen, psoas muscle, lumbar spine body and iliac crest, were almost same despite different environments (3.2mAs, 8mAs, 12mAs, 16mAs and 20mAs). However, when the exposure conditions were over or under (below) 12mAs, the images between the abdominal wall and the directly exposed part became blurred because the gap of density was decreased. In the C.R system, while the volume of mAs was decreased, an artifact of quantum mottle was increased. 4. Conclusion : This study shows that the exposure condition in the C.R system can be reduced 40% than in the F.S system. This paper concluded that when the exposure conditions are set in CR environment, after the analysis of equipment character, such as image processing system(EDR : Exposure Data Recognition processing), PACS and so on, the high quality of image with maximum information can be acquired with a minimum exposure dose.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Implementing RPA for Digital to Intelligent(D2I) (디지털에서 인텔리전트(D2I)달성을 위한 RPA의 구현)

  • Dong-Jin Choi
    • Information Systems Review
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    • v.21 no.4
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    • pp.143-156
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    • 2019
  • Types of innovation can be categorized into simplification, information, automation, and intelligence. Intelligence is the highest level of innovation, and RPA can be seen as one of intelligence. Robotic Process Automation(RPA), a software robot with artificial intelligence, is an example of intelligence that is suited for simple, repetitive, large-scale transaction processing tasks. The RPA, which is already in operation in many companies in Korea, shows what needs to be done to naturally focus on the core tasks in a situation where the need for a strong organizational culture is increasing and the emphasis is on voluntary leadership, strong teamwork and execution, and a professional working culture. The introduction was considered naturally according to the need to find. Robotic Process Automation, or RPA, is a technology that replaces human tasks with the goal of quickly and efficiently handling structural tasks. RPA is implemented through software robots that mimic humans using software such as ERP systems or productivity tools. RPA robots are software installed on a computer and are called robots by the principle of operation. RPA is integrated throughout the IT system through the front end, unlike traditional software that communicates with other IT systems through the back end. In practice, this means that software robots use IT systems in the same way as humans, repeat the correct steps, and respond to events on the computer screen instead of communicating with the system's application programming interface(API). Designing software that mimics humans to communicate with other software can be less intuitive, but there are many advantages to this approach. First, you can integrate RPA with virtually any software you use, regardless of your openness to third-party applications. Many enterprise IT systems are proprietary because they do not have many common APIs, and their ability to communicate with other systems is severely limited, but RPA solves this problem. Second, RPA can be implemented in a very short time. Traditional software development methods, such as enterprise software integration, are relatively time consuming, but RPAs can be implemented in a relatively short period of two to four weeks. Third, automated processes through software robots can be easily modified by system users. While traditional approaches require advanced coding techniques to drastically modify how they work, RPA can be instructed by modifying relatively simple logical statements, or by modifying screen captures or graphical process charts of human-run processes. This makes RPA very versatile and flexible. This RPA is a good example of the application of digital to intelligence(D2I).

The Uncanny of Familiar, yet Foreign Gestures Focused on the Works of Brothers Quay (몸짓의 언캐니 연구 - 퀘이 형제의 작품을 중심으로 -)

  • Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.33
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    • pp.55-78
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    • 2013
  • The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.

Students' Perception on the Effects of the SSI Instruction Using Digital Storytelling Approaches (디지털스토리텔링 활동 기반 과학관련 사회쟁점 수업의 교육적 효과에 대한 인식 탐색)

  • Park, Sehee;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.181-192
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    • 2017
  • This study aims to examine the educational effects of the SSI program using Digital Storytelling (DST) approaches. Since DST provides students opportunities to express their own opinions in the form of stories and to share learning outcomes through the web, we developed and implemented SSI program by adopting the concept of DST in order to produce synergistic effects on student learning. Twenty-four 9th graders who enthusiastically engaged in the DST-based SSI program participated in this study. The students responded to focus group interviews after the instruction, and all interviews were transcribed for analysis. The results indicated that the students became aware of socio-ethical perspectives of each SSI topic while searching and collecting data by themselves. They also felt the necessity to consider multiple perspectives around the issues by having discussions with group members. Second, pre-producing DST allowed students to negotiate to settle on a group discussion, and to use emotional contents that can lead viewers to have sympathy. In addition, while producing DST, students considered various factors such as design, soundtrack, visual effects, and screen composition in order to express their opinions and convey their messages more effectively. In the stage of sharing DST outcomes and receiving feedback, they realized new perspectives that they did not perceive in the previous production process, and to move them into an action for resolving the problems caused by SSI. This study showed the potentials of DST-based SSI instruction as a good strategy to support students' SSI engagement.