• Title/Summary/Keyword: Multi screen

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Study on Improvement of Student Archivement in Hands-on Computer Education (컴퓨터 실습수업의 학업성취도 향상방안 연구)

  • Yu, Young-Je;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.426-430
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    • 2005
  • The computer practicing class advances to reach the ultimate goal of learning through the comprehensive learning of theory. Moreover, the improved function and environment of computer makes it easy for students to access a variety of information. However, students are likely to get into the internet and other things mainly for fun during the computer practicing class, and the multi-tasking may distract the concentration of students and degrade their performance. Computers for practice purpose need to be controlled to minimize such distraction. In this dissertation, we monitor and control computers which are used by students for the purpose of practicing, realize the function of transfer and deletion of file, whole shutdown of computer and screen capture. We also applied the class based on current way and realized program, and assigned the practice work on the basis of what was learned during the class. We intend to understand the relation between the concentration of students and their performance by assigning practice work related to survey after the class, capture file and log file

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Location Estimation for Multiple Targets Using Tree Search Algorithms under Cooperative Surveillance of Multiple Robots (다중로봇 협업감시 시스템에서 트리 탐색 기법을 활용한 다중표적 위치 좌표 추정)

  • Park, So Ryoung;Noh, Sanguk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.9
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    • pp.782-791
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    • 2013
  • This paper proposes the location estimation techniques of distributed targets with the multi-sensor data perceived through IR sensors of the military robots. In order to match up targets with measured azimuths, we apply the maximum likelihood (ML), depth-first, and breadth-first tree search algorithms, in which we use the measured azimuths and the number of pixels on IR screen for pruning branches and selecting candidates. After matching up targets with azimuths, we estimate the coordinate of each target by obtaining the intersection point of the azimuths with the least square error (LSE) algorithm. The experimental results show the probability of missing target, mean of the number of calculating nodes, and mean error of the estimated coordinates of the proposed algorithms.

A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Analysis of Heating Load Characteristics for Greenhouses Constructed in Reclaimed Lands (간척지 설치 온실의 난방부하 특성 분석)

  • Nam, Sang Woon;Shin, Hyun Ho
    • Journal of The Korean Society of Agricultural Engineers
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    • v.59 no.6
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    • pp.1-8
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    • 2017
  • The purpose of this study was to provide basic data for development of environmental design technology for greenhouses constructed in reclaimed lands. We analyzed the climatic conditions around seven major reclaimed land areas in Korea, which have a plan to install advanced horticultural complexes. The characteristics of heating load through the thermal environment measurement of the greenhouse in Saemangeum were analyzed. The part to be applied to the environmental design of the greenhouses in reclaimed lands were reviewed. The overall heat transfer coefficient of the experimental greenhouse with the aluminum screen and multi-layer thermal curtain averaged $3.79W/m^2^{\circ}C$. It represents a 44 % heat savings rate compared with plastic greenhouses with a single covering, which was significantly lower than that of the common greenhouses with 2-layer thermal curtains. This is because the experimental greenhouse was installed on reclaimed land and wind was stronger than the inland area. Among the total heating load, the transmission heat loss accounted for 96.4~99.9 %, and the infiltration loss and the ground heat exchange were low. Therefore, it is necessary to take countermeasures to minimize the transmission heat loss for greenhouses constructed in reclaimed lands. As the reclaimed land is located on the seaside, the wind is stronger than the inland area, and the fog is frequent. Especially, Saemangeum area has 2.6 times stronger wind speed and 3.4 times longer fog duration than the inland area. In designing the heating systems for greenhouses in reclaimed lands, it is considered that the maximum heating load should be calculated by applying the wind coefficient larger than the inland area. It is reasonable to estimate the operation cost of the heating system by applying the adjustment factor 10 % larger than the average in calculating the seasonal heating load.

Silicon Nitride Layer Deposited at Low Temperature for Multicrystalline Solar Cell Application

  • Karunagaran, B.;Yoo, J.S.;Kim, D.Y.;Kim, Kyung-Hae;Dhungel, S.K.;Mangalaraj, D.;Yi, Jun-Sin
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2004.11a
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    • pp.276-279
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    • 2004
  • Plasma enhanced chemical vapor deposition (PECVD) of silicon nitride (SiN) is a proven technique for obtaining layers that meet the needs of surface passivation and anti-reflection coating. In addition, the deposition process appears to provoke bulk passivation as well due to diffusion of atomic hydrogen. This bulk passivation is an important advantage of PECVD deposition when compared to the conventional CVD techniques. A further advantage of PECVD is that the process takes place at a relatively low temperature of 300t, keeping the total thermal budget of the cell processing to a minimum. In this work SiN deposition was performed using a horizontal PECVD reactor system consisting of a long horizontal quartz tube that was radiantly heated. Special and long rectangular graphite plates served as both the electrodes to establish the plasma and holders of the wafers. The electrode configuration was designed to provide a uniform plasma environment for each wafer and to ensure the film uniformity. These horizontally oriented graphite electrodes were stacked parallel to one another, side by side, with alternating plates serving as power and ground electrodes for the RF power supply. The plasma was formed in the space between each pair of plates. Also this paper deals with the fabrication of multicrystalline silicon solar cells with PECVD SiN layers combined with high-throughput screen printing and RTP firing. Using this sequence we were able to obtain solar cells with an efficiency of 14% for polished multi crystalline Si wafers of size 125 m square.

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A Study on User's Wayfinding Information-Seeking Behavior When Using the Mobile Map Application on Foot (도보 상황에서 모바일 지도 애플리케이션 이용자의 길 찾기 정보추구행위에 관한 연구)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.469-492
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    • 2021
  • This study aims to find an optimal method for the mobile map application to provide directions by analyzing users' behavior in wayfinding and the information referenced in the direction-finding tasks. The mobile application provided information such as 'the name of the store on the first floor,' 'current location and directions to proceed if there are multi-branching roads,' and 'alleyways.' In the visual representation of information, the application should pay attention to 'landmark elements such as subway station exits and bus stops,' 'the color of crosswalks and overpasses,' 'division between sidewalks and driveways,' and 'entry to the subway stations.' For the mobile map application to provide intuitive interaction, it is necessary to specify 'the direction toward the destination,' 'the possible rotation of the map screen,' and 'the big roads' preference guidance.'

Importance of CADASIL research in Jeju: a review and update on epidemiology, diagnosis, and clinical spectrum (제주도에서 CADASIL 연구의 중요성: 역학, 진단 및 임상양상에 대한 고찰)

  • Choi, Jay Chol;Lee, Jung Seok;Kim, Kitae
    • Journal of Medicine and Life Science
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    • v.17 no.3
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    • pp.65-73
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    • 2020
  • Cerebral autosomal dominant arteriopathy with subcortical infarcts and leukoencephalopathy (CADASIL) is a single-gene disease of the cerebral small blood vessels caused by mutations in the NOTCH3 gene on chromosome 19. Although CADASIL was known as a rare disease, recent research has suggested that the NOTCH variants could be found frequently even in the general population. The main clinical features included recurrent stroke, migraine, psychiatric symptoms, and progressive cognitive decline. On brain magnetic resonance imaging, patients with CADASIL showed multifocal white matter hyperintensity lesions, lacunar infarcts, microbleeds, and brain atrophy. Among them, lacunar infarcts and brain atrophy are important in predicting the clinical outcomes of patients with CADASIL. In the Jeju National University Hospital, we have diagnosed 213 CADASIL patients from 2004 to 2020. Most NOTCH3 mutations were located in exon 11 (94.4%), and p.Arg544Cys was the most common mutation. The mean age at diagnosis was 61.0±12.8 years. The most common presenting symptoms were ischemic stroke (24.4%), followed by cognitive impairment(15.0%), headache (8.9%), and dizziness(8.0%). Although the exact prevalence of CADASIL in Jeju is still unknown, the disease prevalence could be as high as 1% of the population considering the prevalence reported in Taiwan. Therefore, it is necessary to discover efficient biomarkers and genetic tests that can accurately screen and diagnose patients suspected of having CADASIL in this region. Ultimately, it is urgent to explore the exact pathogenesis of the disease to identify leading substances of treatment potential, and for this, multi-disciplinary research through active support from the Jeju provincial government as well as the national government is essential.

Clinical and radiographic features of facial cosmetic materials: A systematic review

  • Alsufyani, Noura;Aldosary, Reem;Alrasheed, Rasha;Alsufyani, Mohammed
    • Imaging Science in Dentistry
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    • v.52 no.2
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    • pp.155-164
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    • 2022
  • Purpose: The aim of this study was to systematically screen the literature for studies reporting cosmetic material in the oral and maxillofacial complex to shed light on the types of cosmetic materials, their radiographic appearance, and possible complications. Materials and Methods: Five electronic databases were reviewed for eligible studies. The general search terms were "cosmetic," "filler," "face," and "radiograph." Demographics, material types, clinical and radiographic presentation, and complications were recorded. Results: Thirty-one studies with 53 cases met the inclusion criteria. The mean age was 52.6±15.4 years with a 4 : 3 female-to-male ratio. The most common material was calcium hydroxyapatite (CaHa) (n=14, 26.4%), found incidentally. The materials were generally located within the upper cheek and zygoma (n=35, 66.0%), radiographically well-defined (n=44, 83%), and had no effects on the surrounding structures (n=27, 50.9%). The internal structure was radiopaque (calcification, hyperdensity) for gold wires, CaHa, bone implants, and secondary calcification or ossification. Outdated cosmetic materials or non-conservative techniques were infiltrative, had effects on the surrounding structures, and presented with clinical signs, symptoms, or complications. Conclusion: Conventional radiography, cone-beam computed tomography, and multi-detector computed tomography are useful to differentiate several cosmetic materials. Their magnetic resonance imaging appearance was highly variable. The infrequent inclusion of cosmetic materials in the differential diagnosis implies that medical and dental specialists may be unfamiliar with the radiographic appearance of these materials in the face.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.