• Title/Summary/Keyword: Immersion Method

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Glass strengthening and coloring using PIIID technology

  • Han, Seung-Hee;An, Se-Hoon;Lee, Geun-Hyuk;Jang, Seong-Woo;Whang, Se-Hoon;Yoon, Jung-Hyeon
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.178-178
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    • 2016
  • Every display is equipped with a cover glass to protect the underneath displaying devices from mechanical and environmental impact during its use. The strengthened glass such as Gorilla glass.$^{TM}$ has been exclusively adopted as a cover glass in many displays. Conventionally, the strengthened glass has been manufactured via ion-exchange process in wet salt bath at high temperature of around $500^{\circ}C$ for hours of treatment time. During ion-exchange process, Na ions with smaller diameter are substituted with larger-diameter K ions, resulting in high compressive stress in near-surface region and making the treated glass very resistant to scratch or impact during its use. In this study, PIIID (plasma immersion ion implantation and deposition) technique was used to implant metal ions into the glass surface for strengthening. In addition, due to the plasmonic effect of the implanted metal ions, the metal-ion implanted glass samples got colored. To implant metal ions, plasma immersion ion implantation technique combined with HiPIMS method was adopted. The HiPIMS pulse voltage of up to 1.4 kV was applied to the 3" magnetron sputtering targets (Cu, Ag, Au, Al). At the same time, the sample stage with glass samples was synchronously pulse-biased via -50 kV high voltage pulse modulator. The frequency and pulse width of 100 Hz and 15 usec, respectively, were used during metal ion implantation. In addition, nitrogen ions were implanted to study the strengthening effect of gas ion implantation. The mechanical and optical properties of implanted glass samples were investigated using micro-hardness tester and UV-Vis spectrometer. The implanted ion distribution and the chemical states along depth was studied with XPS (X-ray photo-electron spectroscopy). A cross-sectional TEM study was also conducted to investigate the nature of implanted metal ions. The ion-implanted glass samples showed increased hardness of ~1.5 times at short implantation times. However, with increasing the implantation time, the surface hardness was decreased due to the accumulation of implantation damage.

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A Study on Interaction of Gaze-based User Interface in Mobile Virtual Reality Environment (모바일 가상현실 환경에서의 시선기반 사용자 인터페이스 상호 작용에 관한 연구)

  • Kim, Mingyu;Lee, Jiwon;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.39-46
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    • 2017
  • This study proposes a gaze-based user interface to provide user oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced, to test whether the proposed interface increases user satisfaction through the interactions in a mobile virtual reality environment. The gaze-based interface, the most common input method for mobile virtual reality content, is designed by considering two factors: the field of view and the feedback system. The performance of the proposed gaze-based interface is analyzed by conducting experiments on whether or not it offers motives for user interest, effects of enhanced immersion, differentiated formats from existing ones, and convenience in operating content.

The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.26-33
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    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

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Effect of Al Addition on the Reaction Behavior of Pure Cobalt with Molten Zinc (용융 아연과 WC-Co 코팅층 내 코발트의 반응거동에 미치는 아연욕 중의 Al 첨가 영향)

  • Seong, Byeong-Geun;Kim, Kyoo-Young;Kwon, Sung-Hee;Lee, Kee-Ahn
    • Journal of the Korean institute of surface engineering
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    • v.40 no.1
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    • pp.23-31
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    • 2007
  • The objective of this study is to investigate the effect of Al addition on the reaction behavior of cobalt with molten zinc. Pure cobalt specimen was immersion tested in the three kinds of molten zinc (pure, 0.12%Al added and 0.24%Al added) baths at $460^{\circ}C,\;490^{\circ}C\;and\;520^{\circ}C$. For the understanding of degradation processes, specimens were analyzed with scanning electron microscope (SEM) and energy dispersive spectrum (EDS), and electrochemical stripping method. When 0.12% and 0.24% Al was added in molten zinc baths, three intermetallic compounds layers of ${\gamma},\;{\gamma}_1,\;and\;{\gamma}_2$ were formed on the Co matrix and ${\beta}_1$ layer was not formed between the Co matrix and the ${\gamma}$ layer. Particles of CoAl intermetallic compound were formed at the interface between the ${\gamma}_2$ layer and zinc melt and they did not adhere to the Co-Zn intermetallic layer. Weight loss of the Co specimen increased as Al content in the molten zinc increased and the relationship of weight loss vs. immersion time followed parabolic rate law. Rate controlling process for the reaction rate of Co with Al added molten zinc was analyzed as the diffusion process of Al atom through a boundary layer between the ${\gamma}_2$ layer and the Al added zinc melt.

Optical Performance Evaluation of SIL Assembly with Lateral Shearing Interferometer (층 밀리 간섭계를 이용한 고체침지렌즈의 광학적 성능 평가)

  • Lee, Jin-Eui;Kim, Wan-Chin;Choi, Hyun;Kim, Tae-Seob;Yoon, Yong-Joong;Park, No-Cheol;Park, Young-Pil
    • Transactions of the Society of Information Storage Systems
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    • v.2 no.4
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    • pp.224-229
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    • 2006
  • There has been studied flow to minimize the spot size to increase data capacity. Optical data storage devices are being developed near practical limits with wavelength and NA of 405nm and 0.85. There has been studied many types of next generation storage devices such as blu-ray multilayer system, probe based data storage and holographic data storage. Among these data storage devices, solid immersion lens(SIL) based near field recording (NFR) has been widely studied. In this system, SIL is the key component that focuses the laser beam with a very small size which enables ultra high data capacity. Therefore, optical performance evaluation system is required for SIL assembly. In this dissertation, a simple and accurate SIL assembly measurement method is proposed with wedge plate lateral shearing interferometer(LSI). Wedge plate LSI is cheaper than commercialized interferometer, robust to the vibration and the moving distance for phase shifting is large that is order of micrometer. We designed the thickness, wedge angle, material, surface quality and wavelength of wedge plate as 1mm, 0.02degree, fused silica, lamda/10(10-5) and 405nm, respectively. Also, we confirmed simulation and experimental results with quantitative analysis. This simple wedge plate LSI can be applied to different types of SIL such as solid immersion mirror(SIM), hemispherical, super-hemispherical and elliptical SIL.

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A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

A STUDY ON DIMENSIONAL STABILITY OF IMPRESSION MATERIALS FOLLOWING IMMERSION DISINFECTION (수종 인상재의 침지 소독이 경석고 모형의 크기 안정성에 미치는 영향에 관한 연구)

  • Song, Ki-Yong;Yang, Jae-Ho;Lee, Sun-Hyung;Chung, Hun-Young
    • The Journal of Korean Academy of Prosthodontics
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    • v.37 no.4
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    • pp.506-515
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    • 1999
  • Dental practice can produce and spread some infectious diseases from patients to dentist, dental assistant, and dental labors. One possible method for preventing these cross-contamination is to immerse dental impression in chemical disinfectants. So for many investigators studied on the dimensional changes of dental impressions and on the surface qualities of stone casts made from impression following immersion in disinfectants. This study was proposed to evaluate some popular impression disinfectant combination from the point of dimensional stability. Impression was taken from dental arch-shaped metal model. Irreversible hydrocolloid and 3 elastomers(polyvinyl siloxane, polysulfide, polyether) were immersed in 3 disinfectants (2% glutaraldehyde, 1% povidone-iodine, 0.5% sodium hypochlorite) for 10 minutes and measured both cross-arch and anterior-posterior distance under stereo microscope to evaluate dimensional change. The results obtained were as follows: 1. Dimensional changes of irreversible hydrocolloid impression was statistically different in cross-arch and anterior-posterior distance when immersed in 2% glutaraldehyde solution and in anterior-posterior distance when immersed in 0.5% sodium hypochlorite solution from control group (p<0.05). 2. Dimensional changes of polyvinyl siloxane and polysulfide impression were not statistically different from control group (p>0.05). 3. Dimensional changes of polyether impression was statistically different in cross-arch distance when immersed in 0.5% sodium hypochlorite solution and in anterior-posterior distance when immersed in 1% povidone-iodine solution from control group (p<0.05). 4. In all cases, dimensional changes were less than 0.1% from the original dimension and concluded clinically acceptable.

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AN EXPERIMENTAL STUDY ON PENETRATION OF DYE IN COMPOSITE RESIN (수종(數種) Composite Resin의 색소침투(色素浸透)에 관(關)한 실험적(實驗的) 연구(硏究))

  • Lee, Myung-Chong
    • Restorative Dentistry and Endodontics
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    • v.12 no.1
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    • pp.155-163
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    • 1986
  • The purpose of this study was to measure penetration of dye stuff (2% Methylene blue, 2% Hematoxylin, 2% crystal violet and 2% safranin-O) on unfilled resin (Lang Dental MFG Co.) Hipol (Boopyung Dental Chemical Co. Macrocomposite resin) Durafill (Kulzer, Co. Microfilled Composite resin) and Heliosit (Vivadent Co. Microfilled Composite resin) The unfilled resin with dough stage was inserted into plastic tuble (5mm in diameter and 4mm in height) with condensation force of 1000 gr, 2000 gr and without condensation force. Hipol mixed on the mixed pad was inserted into the plastic tube by the same method as the unfilled resin. The microfilled resins which were Durafill and Heliosit were polymerized for 60 seconds with the visible light on each surface of the plastic tube which was upper and lower, under condensation force of 1000 gr, 2000 gr and without condensation force. All specimens were stored in the air for 24 hours, then specimens were immersed in the various kind of dye solution for different period of time (1 hour and 24 hours). These dye-treated specimens were polished horizontally until removing 0.5mm of each surface on the emery paper (#1000), and the dye penetration in the polished surface was measured under the digital microscope (Japan Fosuh). Following results were obtained 1. The penetration of dyes was the most excessive in Durafill and was not influenced on the condensation force and the period of immersion time. 2. All dyes were penetrated into Hipol, and Crystal violet was penetrated most excessively in all dyes. 3. The penetration of dye in all resins was not influenced by the period of immersion time and condensation force. 4. There was no evidence of dye penetration in unfilled resin.

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Effects of Cryoprotectants on Survival and Hatching of Black Seabream, Acanthopagrus schlegeli Embryos (감성돔, Acanthopagrus schlegeli 배의 생존과 부화에 미치는 동해방지제의 영향)

  • 임한규;장영진;조필규
    • Journal of Aquaculture
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    • v.16 no.4
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    • pp.262-266
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    • 2003
  • In order to develop a method for the cryopreservation of fish embryos, the determination of optimal concentrations of dimethyl sulfoxide (DMSO), ethylene glycol and glycerol as individual cryoprotectants was performed by using the early embryos of black seabream, Acanthopagrus schlegeli. Optimal concentrations of cryoprotectants were assessed in terms of effects on mortality, median lethal concentration and hatching rate of embryos. The mortality of black seabream embryos immersed in cryoprotectants was related to the concentrations of cryoprotectants and immersion times. The toxicity to embryos was lower in order of DMSO, < ethylene glycol, < glycerol. The results from the mortality, median lethal concentration and hatching rate evaluations suggest that DMSO was the most effective cryoprotectant for black seabream embryos followed by ethylene glycol, and suitable concentrations of DMSO and ethylene glycol were 2.0∼2.25M and 1.0∼1.78M, respectively, with 20 minutes of immersion time.

The selection of level-of-detail using the difference of image (영상에서의 차이를 이용한 상세도 레벨의 선택)

  • Son, Ho-Jun;Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.1-13
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    • 1997
  • Two factors are required for a virtual reality system; realism and immersion. Since realism is determined primarily by the realistic image, objects in a virtual environment should be represented with details by their own characteristics. Also, reflection on light must be considered. On the other hand, immersion is defined as realistic movements and fast interactions. Thus, virtual environment should be rendered as fast as possibl. Regular frame rate should also be kept to make moves as intended by the user. In a complex virtual environment composed of objects with various levels, the appropriate level for individual object should be assigned according to the view point, in other words, the selection of level-of-detail is needed. In this paper, the problem of determining the levels of detail is formalized in terms of error, cost and L -distance. Error is defined as the difference between the current level image and the highest level image, cost as rendering time, and L-distance as the level difference between the previous and the current level. To solve this problem, a new method called the well-distributed adaptive algorithmis proposed.

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