• Title/Summary/Keyword: Digital Signage

Search Result 130, Processing Time 0.031 seconds

Digital Signage Life Guard for Reducing Human Casualties at Ports Caused by Earthquake Tsunamis (항만 지진해일 인명피해 감소 위한 디지털 사이니지 라이프가드)

  • Sang-Ho Lee;Ji-Whan Hong;Hyun-Jin Park;Dae-Seok Sim;In-Soo Kim
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2023.11a
    • /
    • pp.1072-1073
    • /
    • 2023
  • 본 논문은 지진해일로 인한 인명피해를 감소시키고 항만 미관을 증진시킬 수 있는 "항만 지진해일 인명피해 감소 위한 디지털 사이니지 라이프가드"를 제안한다. 본 논문이 제안하는 특징은 다음과 같다. 첫째, 지진 해일 발생 시 라이프가드 내부 공간을 개방해 해일로부터 사람들을 보호한다. 둘째, 라이프가드 외부 디스플레이에 항만 홍보, 작업 정보, 지진해일 대피안내, 광고 영상을 재생한다. 셋째, 안전 통합관제센터 SW와 근로자/일반인용 모바일 앱을 통해 라이프가드의 동작 제어, 현황 조회를 수행한다. IoT기술과 연동된 디지털 사이니지 시스템을 통해 일상 안전 정보 제공 및 비상시 인명 보호를 통한 높은 안전 수준을 유지할 것으로 기대된다.

A Study of a Personalized Mobile Advertising Model with Digital Signages (디지털 사이니지를 활용한 개인형 모바일 광고 모델 연구)

  • Song, Jihye;Lee, Mihee;Jin, Taewoo;Ro, Kwanghyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.441-444
    • /
    • 2012
  • 본 논문에서는 디지털 사이니지와 스마트폰간의 양방향 광고 및 정보 전송이 가능한 차세대 광고 모델을 제안한다. 디지털 사이니지는 옥외라는 공간의 특성상 지나가는 사람들에게 짧은 시간 동안 주목을 유도해 광고를 노출시켜야 하고 설명형 광고 표출이 어려운 공간적인 한계를 가지고 있다. 반면 스마트폰은 사용자들과 물리적으로나 심리적 거리상으로 가장 밀접한 위치에 있고 언제 어디서나 무선인터넷과 애플리케이션을 활용할 수 있어 광고효과가 뛰어난 매체이다. 따라서 디지털 사이지니 앞을 지나가며 관심있는 정보나 광고를 스마트폰으로 전송 받고 원하는 시간과 장소에서 스마트폰으로 본다면 디지털 사이지니 광고매체의 공간적 한계를 극복하고 광고효과를 높일 수 있을 것이다. 본 논문에서는 이러한 디지털 사이니지를 활용한 개인형 모바일 광고에 대한 요구사항을 도출하였고, 향후 실제 시스템을 구축할 계획이다.

  • PDF

Development of physical flip display and control technology (물리적 플립 디스플레이 및 제어기술 개발 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
    • /
    • v.18 no.3
    • /
    • pp.577-584
    • /
    • 2017
  • Despite growing participation of many researchers, the cases of applying the transformative emotional display technology using physical materials and media are still in its early stages and the concept and structure are not properly established in Korea. The emerging global trend of physical display shows a possibility of new digital signage using emotional flip display. In this context, this study attempts to develop related element technology necessary in physical flip display and electromagnetic rotation module along with the integration platform of aesthetic arbitrarily-shaped display. The found results will be applied in researching the contents for the main subject which will be exhibited at the EXPO 2017 in Astana. It is to build up the foundation pioneering the localization of associated industry by means of diverse technological breakthroughs including flip-display technology, electromagnetic module technology, real-time video inter-working technology, high-speed rotation module technology, and transformative 3D frame technology.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.4
    • /
    • pp.577-583
    • /
    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

Novel flexible reflective color media with electronic inks

  • Koch, Tim;Yeo, Jong-Souk;Zhou, Zhang-Lin;Liu, Qin;Mabeck, Jeff;Combs, Gregg;Korthuis, Vincent;Hoffman, Randy;Benson, Brad;Henze, Dick
    • Journal of Information Display
    • /
    • v.12 no.1
    • /
    • pp.5-10
    • /
    • 2011
  • A novel architecture and proprietary electronic inks were developed to provide disruptive digital-media solutions based on an electrokinetic technology platform. The flexible reflective electronic media (eMedia) was fabricated by imprinting three-dimensional microscale structures with a roll-to-roll manufacturing platform. The HP technologies enable the required attributes for eMedia, such as low power, transparency, print-quality color, continuous levels of gray, and lowcost scalability. Pixelation was also demonstrated by integrating with the prototype oxide thin-film transistor backplane, and the system architecture was further developed by stacking primary-colorant layers for color reflective-display application. The innovations described in this paper are currently being developed further for the eSkins, eSignage, and ePaper applications.

메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션

  • Yu, Seung-Cheol
    • Broadcasting and Media Magazine
    • /
    • v.27 no.4
    • /
    • pp.79-90
    • /
    • 2022
  • '스마트 기술(smart tech)'과 '도시화(urbanization)'라는 두 메가트렌드(megatrends)를 융합해 탄생한 스마트시티(smart city)가 전 세계적인 화두다. 스마트시티의 성장 가운데서 핵심적인 요소가 바로 '도시의 다양한 요소가 미디어(媒體, media)의 기능을 하는 커뮤니케이션이 중심이 된 도시'라는 점이다. 특히 메타버스 기술이 스마트시티에 접목되고 있음에 주목해야 한다. '초월'이라는 의미의 '메타(meta)'와 우주를 뜻하는 '유니버스(universe)'의 합성어인 메타버스(Metaverse)는 1992년 닐 스티븐슨(Neal Stephenson)의 소설 《스노우 크래쉬》에서 유래한 개념이라고 알려져 있다[1]. 메타버스는 정의하는 연구자에 따라서 크게 다르지만 흔히 '가상의 것(virtual thing)'으로 한정하는 경향이 있다. 하지만 최근에는 메타버스가 정치·경제·사회·문화 전반적 측면에서 오프라인의 현실과 온라인의 비현실 모두 공존할 수 있는 생활형·게임형 가상 융합 세계라는 의미로 보다 광의적으로 사용되고 있다. 최근 스마트시티의 변화를 보면 도시 운영이 고도로 지능화되고 다양한 콘텐츠가 증강되면서 <<도시 공간에서의 온라인과 오프라인의 경계 구분>>을 파괴하고 있음을 발견할 수 있다. 우리는 과거와 다름없이 물리적 도시 공간을 걷고 있지만 이제는 지형지물과 연결된 공간정보를 스마트폰으로 확인하고 또 도심의 디지털 사이니지(digital signage)를 통해 실시간 공공 및 상업 정보에 항시적으로 접하고 있다. 도시의 지향점으로 간주되는 스마트시티는 이제 일종의 '도시민 생활 플랫폼'으로 메타버스 기술과 융합 콘텐츠를 통해 도시민의 생활을 촘촘하게 연결한다. 본고에서는 '스마트시티가 메타버스 미디어 공간으로 기능하는 현상'을 '테코레이션(Tecoration: Technology + Decoration: 디지털 미디어 기술을 통한 도시 공간구축)'이라고 명명하려고 한다. 본고는 '메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션'을 주제로 '디지털 사이니지가 만들어 가는 스마트시티의 소통'과 관련된 주요 이슈를 다루려고 한다.

Flexible display interface design for user experience (사용자 경험을 위한 플렉시블 디스플레이 인터페이스 디자인)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of Digital Convergence
    • /
    • v.16 no.1
    • /
    • pp.287-292
    • /
    • 2018
  • The digital multimedia environment, centered on Information and Communications Technologies (ICT) technology, has transformed our imagination into a diverse experience. The flexible display, which was born as a means of human-machine communication required in a highly information-oriented society, It is creating a new market by linking with Internet of things. ecause the interface of a flexible display can provide a physical form as a result of input or output, user-centered interface design is paramount. Therefore, the researchers of this paper have studied the physical deformation and characteristics of flexible display by user manipulation through literature and case studies. Therefore, the authors of this paper studied the physical deformations and characteristics of flexible displays by user manipulation through literature and case studies. This research suggests the following guidelines for a flexible display interface design for the user experience. First, it must be designed to provide the functionality that users need in a variety of display environments. Second, in using the interface, external factors should be removed from the viewing angle of multi-users. Third, all possible user actions should be considered on flexible displays other than touch and contact. Fourth, flexible design of flexible display requires changing interface design for user experience.

2D Adjacency Matrix Generation using DCT for UWV Contents (DCT를 통한 UWV 콘텐츠의 2D 인접도 행렬 생성)

  • Xiaorui, Li;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.22 no.3
    • /
    • pp.366-374
    • /
    • 2017
  • Since a display device such as TV or digital signage is getting larger, the types of media is getting changed into wider view one such as UHD, panoramic and jigsaw-like media. Especially, panoramic and jigsaw-like media is realized by stitching video clips, which are captured by different camera or devices. However, a stitching process takes long time, and has difficulties in applying for a real-time process. Thus, this paper suggests to find out 2D Adjacency Matrix, which tells spatial relationships among those video clips in order to decrease a stitching processing time. Using the Discrete Cosine Transform (DCT), we convert the each frame of video source from the spatial domain (2D) into frequency domain. Based on the aforementioned features, 2D Adjacency Matrix of images could be found that we can efficiently make the spatial map of the images by using DCT. This paper proposes a new method of generating 2D adjacency matrix by using DCT for producing a panoramic and jigsaw-like media through various individual video clips.

A Study of Perception of Media Characteristics: Focused on Developing MAIX(Media Advertising Impact Index) model (매체 속성 평가에 따른 매체가치 비교 연구: 매체 광고 영향력 지수(MAIX: Media Advertising Impact Index) 개발을 중심으로)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
    • /
    • v.27 no.3
    • /
    • pp.113-139
    • /
    • 2016
  • The purpose of this study was to investigate perception of media characteristics inorder to provide a theoretical background for the media mix strategy. Considering the qualitative-vale of each medium, this study conducted a survey consisting of 60 academic and advertising industry experts to examine how they perceive and evaluate the characteristics of TV, radio, newspaper, OOH, Internet, mobile, and digital signage in terms of media effectiveness. The results, first, show that 'media engagement', 'effective reach', and 'behavioral targeting' are three most important indices to assess the media effectiveness. Second, the Internet was best evaluated in its various aspects according to the MAIX model, which gauges the effectiveness of each advertising medium. The study also proved that each advertising medium has unique advantages so that each medium should adopt a strategic positioning to differentiate it from other media. As such, this study provides meaningful evidences to understand the various characteristics and competitive value of advertising media and useful guidelines for media planning.

Development of Reality Image Content Reflecting the Characteristics of Older Adults: Focused on the Implementation of Multi-Display Images (고령층 특성을 반영한 실감 영상 콘텐츠 개발: 멀티 디스플레이 영상 구현을 중심으로)

  • Dae-Hyuk Moon
    • Journal of Industrial Convergence
    • /
    • v.21 no.7
    • /
    • pp.1-8
    • /
    • 2023
  • There have been more demands for the culture and leisure activity services in the industry friendly to older adults. Of these culture and leisure activities, the activity of their watching TV programs and online media content has been on the increase. High-resolution display devices have become popular and are cheaper than before, and hardware for realizing multi-dimensional images can be easily configured. However, it is not easy to view high-resolution multi-dimensional images that reflect the physical and mental characteristics of the elderly. It is expected that the results of this study contributes to developing a variety of content for older adults' culture and leisure activities with the use of reality image technology and promoting the industry friendly to older adults by developing.