• Title/Summary/Keyword: Immersion Angle

Search Result 82, Processing Time 0.026 seconds

Metal-induced Crystallization of Amorphous Semiconductor on Glass Synthesized by Combination of PIII&D and HiPIMS Process

  • Jeon, Jun-Hong;Choi, Jin-Young;Park, Won-Woong;Moon, Sun-Woo;Lim, Sang-Ho;Han, Seung-Hee
    • Proceedings of the Korean Vacuum Society Conference
    • /
    • 2011.08a
    • /
    • pp.286-286
    • /
    • 2011
  • 최근 폴리머를 기판으로 하는 Flexible TFT (thin film transistor)나 3D-ULSI (three dimensional ultra large-scale integrated circuit)에서 높은 에너지 소비효율과, 빠른 반응 속도를 실현 시키기 위해 낮은 비저항(resistivity)을 가지며, 높은 홀 속도(carrier hall mobility)를 가지는 다결정 반도체 박막(poly-crystalline thin film)을 만들고자 하고 있다. 이를 실현 시키기 위해서는 높은 온도에서 장시간의 열처리가 필요하며, 이는 폴리머 기판의 문제점을 야기시킬 뿐 아니라 공정시간이 길다는 단점이 있었다. 이에 반도체 박막의 재결정화 온도를 낮춰주는 metal (Al, Ni, Co, Cu, Ag, Pd etc.,)을 이용하여 결정화 시키는 방법이 많이 연구 되어지고 있지만, 이 또한 재결정화가 이루어진 반도체 박막 안에 잔여 금속(residual metal)이 존재하게 되어 비저항을 높이고, 홀 속도를 감소시키는 단점이 있다. 이에 본 실험은 HiPIMS (High power impulse magnetron sputtering)와 PIII and D (plasma immersion ion implantation and deposition) 공정을 복합시킨 프로세스로 적은양의 금속이온주입을 통하여 재결정화 온도를 낮췄을 뿐 아니라, 잔여 하는 금속의 양도 매우 적은 다결정 반도체 박막을 만들 수 있었다. 분석 장비로는 박막의 결정화도를 측정하기 위해 GAXRD (glancing angle X-ray diffractometer)를 사용하였고, 잔여 하는 금속의 양과 화학적 결합 상태를 알아보기 위해 XPS를 통해 분석을 하였다. 마지막으로 홀 속도와 비저항을 측정하기 위해 Hall measurement와 Four-point prove를 사용하였다.

  • PDF

Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences (스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이)

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
    • /
    • v.19 no.1
    • /
    • pp.44-55
    • /
    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.69-78
    • /
    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

The Design of Spatial-Temporal Prediction Filter for saving resources on the view navigation of a panoramic video service (파노라마 영상에서 효율적인 시점탐색을 위한 시공간 비디오 스트림 예측 필터 설계 방법에 관한 연구)

  • Seok, Joo-Myoung;Cho, Yong-Woo
    • Journal of Advanced Navigation Technology
    • /
    • v.17 no.6
    • /
    • pp.757-764
    • /
    • 2013
  • A panoramic video which supports to make viewers feel an immersion through fitting to a wide field of view (FOV) larger than the human visual angle needs an interactive viewing method such as selecting targeted view point among widely viewing points of a panoramic video because it difficult to simultaneously view a whole panoramic video due to a limited viewing environment and bandwidth. When a user officially uses a view navigation in order to select a view point, it happens waste of resources such as bandwidth owing to the transmitted video data of unnecessary view points. Therefore, this paper proposes the spatial-temporal prediction filter (STPF) which is based on the direction and velocity of the view navigation for transmitting only the necessary video data. As a result of simulation, STPF reduces bitrate saving rates by from 6% to 37% compared to conventional methods in the interactive panoramic video streaming service required high bandwidth.

Image Stitching focused on Priority Object using Deep Learning based Object Detection (딥러닝 기반 사물 검출을 활용한 우선순위 사물 중심의 영상 스티칭)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.25 no.6
    • /
    • pp.882-897
    • /
    • 2020
  • Recently, the use of immersive media contents representing Panorama and 360° video is increasing. Since the viewing angle is limited to generate the content through a general camera, image stitching is mainly used to combine images taken with multiple cameras into one image having a wide field of view. However, if the parallax between the cameras is large, parallax distortion may occur in the stitched image, which disturbs the user's content immersion, thus an image stitching overcoming parallax distortion is required. The existing Seam Optimization based image stitching method to overcome parallax distortion uses energy function or object segment information to reflect the location information of objects, but the initial seam generation location, background information, performance of the object detector, and placement of objects may limit application. Therefore, in this paper, we propose an image stitching method that can overcome the limitations of the existing method by adding a weight value set differently according to the type of object to the energy value using object detection based on deep learning.

Development of the Automated Ultrasonic Flaw Detection System for HWR Nuclear Fuel Cladding Tubes (중수로형 핵연료 피복관의 자동초음파탐상장치 개발)

  • Choi, M.S.;Yang, M.S.;Suh, K.S.
    • Nuclear Engineering and Technology
    • /
    • v.20 no.3
    • /
    • pp.170-178
    • /
    • 1988
  • An automated ultrasonic flaw detection system was developed for thin-walled and short tubes such as Zircaloy-4 tubes used for cladding heavy-water reactor fuel. The system was based on the two channels immersion pulse-echo technique using 14 MHz shear wave and the specially developed helical scanning technique, in which the tube to be tested is only rotated and the small water tank with spherical focus ultrasonic transducers is translated along the tube length. The optimum angle of incidence of ultrasonic beam was 26 degrees, at which the inside and outside surface defects with the same size and direction could be detected with the same sensitivity. The maximum permissible defects in the Zircaloy-4 tubes, i.e., the longitudinal and circumferential v notches with the length of 0.76mm and 0.38mm, respectively and the depth of 0.04 mm on the inside and outside surface, could be easily detected by the system with the inspection speed of about 1 m/min and the very excellent reproducibility. The ratio of signal to noise was greater than 20 dB for the longitudinal defects and 12 dB for the circumferential defects.

  • PDF

Effect of Different Conditions of Sodium Chloride Treatment on the Characteristics of Kenaf Fiber-Epoxy Composite Board

  • SETYAYUNITA, Tamaryska;WIDYORINI, Ragil;MARSOEM, Sri Nugroho;IRAWATI, Denny
    • Journal of the Korean Wood Science and Technology
    • /
    • v.50 no.2
    • /
    • pp.93-103
    • /
    • 2022
  • Currently, biofibers are used as a reinforcement in polymer composites for structural elements and construction materials instead of the synthetic fibers which cause environmental problems and are expensive. One of the chemicals with a pH close to neutral that can be potentially used as a modified fiber material is sodium chloride (NaCl). Therefore, this study aims to investigate the characteristics of a composite board made from NaCl-treated kenaf fiber. A completely randomized design method was used with consideration of two factors: the content of NaCl in the treatment solution (1 wt%, 3 wt%, and 5 wt%) and the duration of immersion of fibers in the solution (1 h, 2 h, and 3 h). The NaCl treatment was conducted by soaking the fibers in the solution for different durations. The fibers were then rinsed with water until the pH of the water reached 7 and subsequently dried inside an oven at 80℃ for 6 h. Kenaf fiber and epoxy were mixed manually with the total loading of 20 wt% based on the dry weight of the fiber. Physical and mechanical properties of the fibers were then evaluated based on JIS A 5908 particleboard standards. The results showed that increasing NaCl content in the fiber treatment solution can increase the physical and mechanical properties of the composite board. The properties of fibers treated with 5 wt% NaCl for 3 h were superior with a modulus of elasticity of 2.085 GPa, modulus of rupture of 19.77 MPa, internal bonding of 1.8 MPa, thickness swelling of 3%, and water absorption of 10.9%. The contact angle of untreated kenaf fibers was 104°, which increased to 80° and 73° on treatment with 1 wt% and 5 wt% NaCl for 3 h, respectively.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.1
    • /
    • pp.75-81
    • /
    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
    • /
    • v.25 no.2
    • /
    • pp.265-274
    • /
    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

Preparation of $PES-TiO_2$ Hybrid Membranes and Evaluation of Membrane Properties ($PES-TiO_2$ 복합막의 제조 및 막 특성 평가)

  • Youm, Kyung-Ho;Lee, Mi-Sheon
    • Membrane Journal
    • /
    • v.17 no.3
    • /
    • pp.219-232
    • /
    • 2007
  • The polyethersulfone(PES)-titanium oxide($TiO_2$) hybrid membranes were prepared by immersion precipitation phase inversion method. The casting solution for the preparation of $PES-TiO_2$ hybrid membrane was provided by adding $TiO_2$ nano particles into the basis polymer solution of 14 wt% and 20 wt% PES/N-methyl-2-pyrrolidone(NMP). The $TiO_2$ loading [wt% ($TiO_2/NMP$)] in eating solution was varied from 0 to 60 wt%. Membrane performance and morphological change of the resulting $PES-TiO_2$ hybrid membranes were discussed in aspect of $TiO_2$ loading, by viscosity, coagulation value and light transmittance of the casting solution, measurement of tensile strength, pore size and contact angle, surface and cross sectional SEM images of the hybrid membrane, and ultrafiltration experiments using the hybrid membrane. According as increase of $TiO_2$ loading in the casting solution, viscosity is increased and coagulation value becomes lower, therefore the thermodynamic instability of the casting solution is increased. It is found that when $TiO_2$ loading is increased, 1) precipitation rate becomes faster while instantaneous demixing is maintained, 2) pure water flux, membrane pore size and compaction stability of the resulting membranes are increased, 3) tensile strength and contact angle are decreased. Dead-end ultrafiltration of bovine serum albumin(BSA) solution using the hybrid membrane shows that membrane performance(flux of BSA solution) enhanced up to 7 times compared with the results obtained using the pure PES membrane(not containing $TiO_2$ particle), due to the increase of hydrophilicity.