• Title/Summary/Keyword: Interactive Display

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Study of Integrated Scheduling Guide in Terrestrial DTV (지상파 DTV 기반의 통합편성가이드에 관한 연구)

  • Moon Nam-Mee;Jang Ho-Yeon
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.311-319
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    • 2006
  • Platform operators adopted ATSC standard send only their own channel program schedule information, so in order for the viewer to see other channel information, they have to tune the channel to the other. This issue arises from the operators' lack of bandwidth and the business interest conflicts between the platform operators. This paper guides how ATSC standard could be used within Xlet based application to display other channel information through the ISG (Integrated Scheduling Guide) technology via interactive return channel services. Its own channel information can be displayed by using on-air PSIP (Program and System Information Protocol) data.

Fashion Accessory Design Using Media Art (미디어아트를 이용한 패션 액세서리 디자인)

  • JeKal, Mee;Lee, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.1-12
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    • 2008
  • The expansion of media art has not only developed the digital technology but also given lots of environmental evolution to improve various fields of design as the main topic of the 21st century. The purpose of this study is aimed at proposing the new design that integrates fashion accessaries with media art technology. This will be done by understanding the social environment in digital ages and studying technology of design based on a variety of literature about changes in our society, neo value, vision, culture and art with fundamental notion of media art. First stage for this study, put an idea into just fashion accessary design because it is not sufficient to incoporate fashion and media art technology. The presented OLED(Organic Light Emitting Diodes) in this study is a kind of display to be in a limelight in the next generation and can be applied to various field of design. media art simultaneously moved into the scope of artistic debates. As a result, we can found that the use of audiovisual introduced numerous new aspects to the conceptual and aesthetic engagement with questions of conception. Today, the presented forms of art and inter-action from the closed -circuit work to interactive media art installations to open process-exist as parallel possibilities.

Development of Tele-image Processing Algorithm for Automatic Harvesting of House Melon (하우스멜론 수확자동화를 위한 원격영상 처리알고리즘 개발)

  • Kim, S.C.;Im, D.H.;Chung, S.C.;Hwang, H.
    • Journal of Biosystems Engineering
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    • v.33 no.3
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    • pp.196-203
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    • 2008
  • Hybrid robust image processing algorithm to extract visual features of melon during the cultivation was developed based on a wireless tele-operative interface. Features of a melon such as size and shape including position were crucial to successful task automation and future development of cultivation data base. An algorithm was developed based on the concept of hybrid decision-making which shares a task between the computer and the operator utilizing man-computer interactive interface. A hybrid decision-making system was composed of three modules such as wireless image transmission, task specification and identification, and man-computer interface modules. Computing burden and the instability of the image processing results caused by the variation of illumination and the complexity of the environment caused by the irregular stem and shapes of leaves and shades were overcome using the proposed algorithm. With utilizing operator's teaching via LCD touch screen of the display monitor, the complexity and instability of the melon identification process has been avoided. Hough transform was modified for the image obtained from the locally specified window to extract the geometric shape and position of the melon. It took less than 200 milliseconds processing time.

A Study on Contextuality in Contemporary Arts (현재 조형예술의 정황성에 관한 연구)

  • Kang, Tai-Sung
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.7-25
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    • 2008
  • The following thesis has been composed with the inspiration attained from Paul Ardenne's conception on Contextual Art. In Europe and in the United States, there is a group of artists who emphasize in the importance of artist's participation in social, political, economical, environmental and moral issues. Since the 1960's, these artists have pondered on Modernism's ideas where art is contextually separated from humanly issues whereas the manners of such artists put on emphasis in the intent to participate in the real human social and ethical issues. Forerunner in this field of art such as Wolfgang Leib display hybrid or meta style in their work. His work displays a quadrilateral form of pollen which represents the simultaneous blending of two mixed ideas such as the abstract from the real. Thus heterogeneous style and philosophy which includes a range of medias and today's trend is observed in Contextual Art. Such art form is also found in landscapes where it is not seen as an observable object but rather an interactive object. It is correlated to Arte Povera of the Italian Art Movement, Support-Surface of the French Art Movement and lastly to the Fluxus. Through these art movements, we find a mutual antipathy towards putting art for sales in the capitalism market and reflect the social role of art in postmodern era.

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A Study on the Interactive acoustic Method of 3D(Three-dimensional)signage Image Contents on Multipurpose stage (공간상의 입체사이니지 영상 콘텐츠 연동형 음향연출기법 연구)

  • Park, Cheon-Il;Yang, Seungyoun;Cha, Jae-Sang
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.107-113
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    • 2017
  • Recently, digital signage is various changes and converging media. It is common to exhibit and guide focusing on information transfer by using the display. Such a method can not express variously changing digital signage. Therefore, we have to find a way to solve the problem of place and structure. In this paper, we experimented the new direction technique. Finally, we are going to propose acoustic direction technique using a microphone to maximize digital signage and intention of delivery by adding an sound reinforcement method to the visual representation.

The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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Development of an Interactive Real-time Education System for Distributed Environments (분산환경을 위한 상호작용적 실시간 교육시스템의 개발)

  • 김원영;김치수;김진수
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.506-515
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    • 2000
  • In this paper a web-based real-time education system, which is able to support education through multimedia, is suggested for the expansion of learner's creative ability in the school. This system is designed so that it can support three things: 1) a real time interaction between interaction between instructors and learners, 2) individual learning through such an interaction, and 3) a coercive distribution of display by instructions for preventing the deviation of learners from learning. Also, the system, which UML is applied to, makers efficient interaction possible through the module for the real-time exchange and management of messages even in the multi-user environment. Through this system, not only the simulation by learners can be made for experiments and practices, but also questions and respondence can be supported on the procedure of experiments and the analysis of their results. This system is bulit on constructivism, and aimed at helping the learning progress and knowledge formation of learners.

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Mixed Reality(MR) Technology Trends and Development Prospect (혼합현실(Mixed Reality) 기술 동향과 발전 전망)

  • Moon, Hyung-Nam;Cho, Hee-in;Han, Youngmi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.21-25
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    • 2017
  • In this paper, we review relevant technologies of Mixed Reality(MR) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of Information Technology(IT). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface(UI) limitations(i.e., UI metaphor for MR interaction), and social acceptance issues.

Future Directions on the Next Generation of Digital Signage (차세대 디지털 사이니지의 발전방향)

  • Kim, Chang-Hoon;Park, Kwang-Seuk
    • Journal of the Korean Academic Society of Industrial Cluster
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    • v.4 no.1
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    • pp.51-61
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    • 2010
  • Digital Signage is outdoor media to provide each content and message through digital displays instead that posters and signs are displayed on public facilities. Recently, digital signage have been popular to deliver variety information and advertising on the rapid development of intelligent digital imaging devices based LCD, LED. Continuously digital signage demand and market are growing because digital signage feature is able to capable of interactive communication. Digital signage is expected that digital advertising market is continue rising in spite of global economic downturn at various research institutions, and it is expected to replace traditional media advertising in a new way with the coming digital signage at convergence media side.

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Survey on Mixed Reality R&D (혼합현실 기술 연구개발 동향 및 전망)

  • Lee, Sang-Goog
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.1-15
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    • 2007
  • In this paper, we review relevant technologies of MR (Mixed Reality) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of IT (Information Technology). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface limitations(i.e. UI metaphor for MR interaction), and social acceptance Issues.

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