• Title/Summary/Keyword: Electronic Program Guides

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Optimum analysis of optical waveguide refractive index for directional couple ins (방향성 결합을 위한 광도파로 굴절율의 최적화 해석)

  • 전용우;채기병;소대화;장지호
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 1993.11a
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    • pp.39-42
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    • 1993
  • In this paper, we performed theoretical simulation for directional coupler using BPM program. Simulation results shored that the optimum optical waveguide refractive index between the guides were 3$\mu\textrm{m}$. Using the parameters of n$_1$=2.25, n$_2$=2.25, n$_3$=2.2, gap=3$\mu\textrm{m}$, W= 30$\mu\textrm{m}$, $\Delta$z=0.l$\mu\textrm{m}$, λ=1.5$\mu\textrm{m}$, we decided other design parameters. When we applied 40[V] in the optimum condition of the directional coupling effect, we concluded the refractive index variation of 0.001.

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Design of EPG Information Architecture on Digital TV based on User's Experience (사용자 경험에 기초한 디지털 TV EPG 채널 정보구조 설계)

  • Kim, In-Soo;Jung, Kyeong-Kyun;Park, Jong-Soon;Myung, Ro-Hae;Park, Yong-Jin
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.71-79
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    • 2007
  • This study is about the TV Electronic Program Guide (EPG) design to which Perceived Information Architecture (PIA) based on user-experience is applied. The function-oriented information architecture is not friendly for user to search channels, while Multi-channels of EPG system provides users with opportunities to select a variety of channels. Because the menu structure of EPG user interface system is not compatible with the user experience. Therefore, this study presented a user-experience-based methodology and proposed a new solution for the information architecture of user-centered EPG system design.

Deriving required functions and developing a working prototype of EPG on digital TV (디지털 TV EPG 사용자 요구 기능 도출 및 워킹 프로토타잎 개발)

  • Park, Ji-Su;Lee, U-Hun;Ryu, Dong-Seok
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.55-80
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    • 2004
  • Multichannel on digital TV not only gave opportunities to the TV audience to view a wide range of programs. but also made it difficult for them to search for the program which they plan to view among over 1000 programs broadcasted on more than 100 channels. In this paper the functions of EPG (Electronic Program Guides) required by the users on digital TV were derived from the systematic analysis of multichannel viewing situations. In the situation analysis the situations where they viewed programs on more than 100 channels were generated systematically and the viewing processes in those situations were analyzed to identify user needs and derive the required functions of EPG. We surveyed the viewing behavior of the audience who subscribed to a digital satellite broadcast. SkyPerfecTV. in Tokyo. Japan. The purpose of the survey was to verify the validity of the functions derived from the situation analysis and to identify hidden user needs which were difficult to in the situation analysis. The functions were implemented on a working prototype of EPG based on a digital TV simulator which broadcasts 500 programs on 100 channels and can be controlled by three working prototypes of personal remote controllers. The working prototype will be used in Participatory Design to make it possible for the users to experience and verify the usefulness of the required functions of EPG and also find problems in user interface design of EPG

BIOFIT - Smart, Portable, Wearable and Wireless Digital Exercise Trainer Device with Biofeedback Capability

  • Diwakar Praveen Kumar;Oh Young-Keun;Chung Gyo-Bum;Park Seung-Hun
    • Journal of Biomedical Engineering Research
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    • v.28 no.1
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    • pp.36-45
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    • 2007
  • Today Human Personal Trainers are becoming very famous in this health conscious world. They teach user to achieve fitness goals in managed way. Due to their high fee and tight schedule they are unavailable to mass number of people. Another solution to this problem is to develop digital personal trainer portable instrument that may replace human personal trainers. We developed a portable digital exercise trainer device - BIOFIT that manages, monitors and records the user's physical status and workout during exercise session. It guides the user to exercise efficiently for specific fitness goal. It keeps the full exercise program i.e. exercises start date and time, duration, mode, control parameter, intensity in its memory which helps the user in managing his exercise. Exercise program can be downloaded from the internet. During exercise it continuously monitors the user's physiological parameters: heart rate, number of steps walked, and energy consumed. If these parameters do not range within prescribed target zone, the BIOFIT will alarm the user as a feedback to control exercise. The BIOFIT displays these parameters on graphic LCD. During exercise it continuously records the heart rate and number of steps walked every 10 seconds along with exercise date and time. This stored information can be used as treatment for the user by an exercise expert. Real-time ECG monitoring can be viewed wirelessly (RF Communication) on a remote PC.

An Underlying Research for Developing VOD Service using Feature-Oriented Analysis Model (피처지향 분석모델을 적용한 VOD 서비스 개발을 위한 기반연구)

  • KO, Kwangil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.26-32
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    • 2017
  • VOD (Video-On Demand) Services are considered to be one of the most successful data broadcasting services, along with Electronic Program Guides (EPGs). In particular, VOD services provide supplementary revenue for broadcasting companies in addition to the existing subscription fees and advertisement-based revenue. Therefore, each broadcasting company has developed its own VOD service and constantly seeks to improve it. This leads to the development of new VOD services, so developers are considering ways to effectively handle the frequent development needs. In this background, we conducted underlying research to apply the feature-oriented analysis model to the development of VOD services. The feature-oriented analysis model used in this study is the Feature-Oriented Domain Analysis (FODA) one developed by SEI of Carnegie Mellon University. FODA provides a tool for specifying the feature model of a software domain, based on which the developers can determine the configuration of the software with the customers. This study developed a feature model of the VOD service domain and devised the functionalities and test cases in an integrated manner with the feature model. Additionally, we proposed a VOD service development process utilizing the feature model, function specification, and test cases.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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