• Title/Summary/Keyword: Korean visual media

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Washout Algorithm with Fuzzy-Based Tuning for a Motion Simulator

  • Song, Jae-Bok;Jung, Ui-Jung;Ko, Hee-Dong
    • Journal of Mechanical Science and Technology
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    • v.17 no.2
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    • pp.221-229
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    • 2003
  • In the virtual environment, reality can be enhanced by offering the motion based on a motion simulator in harmony with visual and auditory modalities. In this research the Stewart-Gough-platform-based motion simulator has been developed. Implementation of vehicle dynamics is necessary in the motion simulator for realistic sense of motion, so bicycle dynamics is adopted in this research. In order to compensate for the limited range of the motion simulator compared with the real vehicle motion, washout algorithm composed of high-pass filter, low-pass filter and tilt coordination is usually employed. Generally, the washout algorithm is used with fixed parameters. In this research a new approach is proposed to tune the filter parameters based on fuzzy logic in real-time. The cutoff frequencies of the filters are adjusted according to the workspace margins and driving conditions. It is shown that the washout filter with the fuzzy-based parameters presents better performance than that with the fixed ones.

A Study on Asymmetrical Interactive e-Book Publication Composition by Using DTV Broadcasting (비대칭 쌍방향 전자 책 출판 TV전송 시스템 구성에 관한 연구)

  • 강명구;진용옥
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.05a
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    • pp.201-208
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    • 2001
  • In the 21 st century, broadcasting, communication, and computer have been integrated due to the development of digital technology. Accordingly, to overcome the limit of respective communication media and to maintain them, their independent area shall not be classified. This study is to examine the future environment of digital TV broadcasting, to analyze customizing type service and interactive type TV technology, and to make asymmetric interactive digital TV publication broadcasting system, which is TV broadcasting in the next generation to treat visual image, sound, and various data all together by harmonizing broadcasting and communication like ISDB(Integrate Service Digital Broadcasting). In addition, to develop service on publication broadcasting with high quality, this study is tn propose to develop relative devices for TV/PC reception to realize a new communication type TV publication broadcasting, by analyzing technology for producing, sending, transmitting, receiving, and saving to apply to customizing type interactive system and by examining its application.

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Color Image Palette Construction Based on Human Color Perception (인간의 색인지감도에 근거한 컬러 영상 팔레트 구성)

  • 김원순;박래홍
    • Journal of Broadcast Engineering
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    • v.1 no.1
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    • pp.22-28
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    • 1996
  • In color indexed images using the palette, the corrupted indices cause serious quality degradation in the reconstructed images at a receiver. In this paper, using the human visual characteristics of color perception, we propose the color image palette minimizing the quality degradation and the reconstruction error. We define the new measure to compare the performance of palette .construction algorithms and show the effectiveness of the proposed method under the bit error condition by computer simulation.

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A Comparison of PSNR, WSNR and ESNR Evaluation Methods for The Two Value Modulated Images

  • Kawasaki Junji;Takeda Kosuke;Kato Kyoto;Iijima Taizo
    • Journal of Broadcast Engineering
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    • v.10 no.2
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    • pp.149-155
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    • 2005
  • We have proposed an objective evaluation method using ESNR as the measure of approximation by the visual model, which coincides with MOS, a subjective evaluation method. For two-value images, we have used five kinds of modulation methods: 1) ordered dither, 2) least mean error, 3) pulse density low division, 4) simple two-value, and 5) random dither methods. The purpose of this paper is to investigate the validity of ESNR, by comparing the proposed method together with the existing representative methods such as PSNR and WSNR, with the subjective method MOS. The results of a series of experiments show that the ranking by MOS coincides with ESNR, though does not coincides with PSNR and WSNR.

Multi-resolution Pyramid based Image Identification (다중 해상도 피라미드 기반 영상 인식자)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.1
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    • pp.6-10
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    • 2020
  • Unlike modern photography technology, in the early days, efforts to physically compose an image with a concept similar to the current photograph have not been popular or commercially successful. The limitation of the use of images as artistic media or recordings has reached the stage of introducing the technology of image analysis to automate the function that humans recognize and judge through vision. In addition, the accuracy of the image has exceeded the human visual ability, enabling the technology that enables the step of recognizing and informing the fact that the human is not aware of it. Based on such a base, the range that can be applied through the image data in the future era can be said to be unpredictable, and the technology that targets large scale image database instead of an image is also expanding the possibilities as a new application technology. In order to identify a particular image from a massive database, different methodologies have been introduced. In this paper, we discuss image identifier production methods based on multi-resolution pyramid.

User experience and multi-purposing of stereoscopic content

  • Kawai, Takashi
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1095-1098
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    • 2009
  • Stereoscopic (3D) content must be viewable in a variety of visual environments, from 3D theaters to 3D mobile displays. However, the depth sensations provided by 3D media are affected by the viewing conditions, such as screen size, viewing distance, and other factors. This user experience (UX) aspect makes it difficult to create multi-purpose 3D content. This paper describes two study cases in which the authors have focused on the UX and the multi-purposing of 3D content. The first case is an evaluation of 3D image quality on a mobile display. The second case is a trial development of a scalable 3D conversion process.

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Design and Implementation of Kiosk System: Focused on Kiosk of Cosmetics Editorial Shop (키오스크 UI 디자인 설계 및 구현: 화장품 편집 샵의 키오스크를 중심으로)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.1
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    • pp.79-86
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    • 2019
  • In the recent industry, unmanned systems are expected to continue to spread throughout the economy. Especially in case of cosmetics, Users do not buy it right away. They look around, test it thoroughly, check the reviews, and decide on the purchase. Therefore, unmanned system using kiosk is more popular than face - to - face service of clerks. In this study, the persona analysis was completed based on the results obtained from the questionnaires and in - depth interviews. After sorting out the needs of the users, we applied them to the kiosk UI design of "Lalavela". The purpose of this study is to propose a kiosk UI design that helps many users who want to know information about the product though they are reluctant to ask directly to the clerk.

Refrigerator Food Ingredient Management System 'Pocket Scanner' Design and Implementation (냉장고 식재료 관리 시스템 '포켓스캐너' 디자인 및 구현)

  • Chung, HaeKyung
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.1
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    • pp.42-47
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    • 2021
  • In this study, we developed an application that can efficiently store and manage food ingredients in refrigerators. Rather than purchasing a new smart refrigerator, a small 'pocket scanner' is inserted inside the refrigerator using an existing refrigerator to track the location of food entering and leaving the refrigerator to efficiently organize the refrigerator and save time searching for ingredients. In addition, since it can automatically record the distribution period and purchase date, it notifies users through an alarm when the distribution period expires or is shortly left. As for the research method, after discovering the needs of users through in-depth interviews, the reactions of users were investigated by adding functions that fit those needs. Users felt satisfied with managing food efficiently through the 'pocket scanner' attached to the refrigerator and answered that it was very economical because various smart functions could be used without changing to a smart refrigerator. In the next study, we will also examine the usability of the application through usability evaluation.

Opening Title Production of 'DMZ Coexistence', Global 4K Special Documentary of KTV

  • Hyunhee, Cha;Hakjae, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.226-227
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    • 2022
  • The most dangerous and safest place, the busiest and most serene place, the DMZ where the wounds of the bitter war melt away, but at the same time contain life and healing. In this space of paradox, we now want to look at 'peace'. The KTV documentary 'DMZ Coexistence' is made in the form of a human road documentary that consists of various perspectives looking at the DMZ, various characters, and the most unknown Korean story materials, and the stories related to the performers in UHD 4K. In this study, we will show the process of creating an 'opening title' of 'DMZ Coexistence' captured in 4k and make it usable in academia and industry in the future.

Customized NFT Production and Trading Service Design (맞춤형 NFT 제작 및 거래 서비스 디자인 개발)

  • HaeKyung Chung;JangHyok Ko
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.1
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    • pp.99-103
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    • 2023
  • NFT technology is mostly used to create digital drawings, characters, and items, and to simply buy and sell, but research and development to spread to various contents of NFT are somewhat marginal. Therefore, this study aims to solve the above-described problems. Depending on the exercise performance, it allows users to create and trade custom NFTs. In addition, it supports users to own customized digital works through exercise performance or to make money by trading them. Through it, the aim is to enhance users' positive interest in exercise and provide devices and methods for providing customized NFT creation and trading services that can help them develop exercise habits.

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