• Title/Summary/Keyword: Multi-Touch Display

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Development of Process and Equipment for Roll-to-Roll convergence printing technology

  • Kim, Dong-Su;Bae, Seong-U;Kim, Chung-Hwan
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2010.05a
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    • pp.19.1-19.1
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    • 2010
  • The process of manufacturing printed electronics using printing technology is attracting attention because its process cost is lower than that of the conventional semiconductor process. This technology, which offers both a lower cost and higher productivity, can be applied in the production of organic TFT (thin film transistor), solar cell, RFID(radio frequency identification) tag, printed battery, E-paper, touch screen panel, black matrix for LCD(liquid crystal display), flexible display, and so forth. In general, in order to implement printed electronics, narrow width and gap printing, registration of multi-layer printing by several printing units, and printing accuracy of under $20\;{\mu}m$ are all required. These electronic products require high precision to the degree of tens of microns - in a large area with flexible material, and mass productivity at low cost. As such, the roll-to-roll printing process is attracting attention as a mass production system for these printed electronic devices. For the commercialization of this process, two basic electronic ink technologies, such as conductive ink and polymers, and printing equipment have to be developed. Therefore, this paper addressed basis design and test to develop fine patterning equipment employing the roll-to-roll printing equipment and electronic ink.

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Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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Large-scale Ambient Display Environment for providing Multi Spatial Interaction Interface (멀티 공간 인터랙션 인터페이스 제공을 위한 대규모 앰비언트 디스플레이 환경)

  • Yun, Chang Ok;Park, Jung Pil;Yun, Tae Soo;Lee, Dong Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.30-34
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    • 2009
  • Recently, systems providing the interaction different according to an interval between a user and the display were developed in order to construct the ambient or the ubiquitous computing environment. Therefore, we propose a new type of spatial interaction system; our main goal is to provide the interactive domain in the large-scale ambient display environment. So, we divide into two zones of interaction dependent on the distance from the interaction surface interactive zone and ambient zone. In interactive zone, the users can approach the interaction surface and interact with natural hand-touch. When the users are outside the range of the interactive zone, the display shows only general information. Therefore, this system offers the various interactions and information to users in the ubiquitous ambient environment.

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Implementing Tactile Display via Electromagnetic Actuator (전자석 액추에이터를 통한 촉각 디스플레이 구현)

  • Kim, Ju Yoon;Sung, Ki Kwang;Kim, Ji Ho;Park, Hyeon Cheol;Choi, Ah Rum
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.146-150
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    • 2020
  • Assistive technologies for people with disabilities are often marginalized in the Fourth Industrial Revolution. In this paper, we intend to present the possibility of acquiring tactile information through the tactile display adapting an electromagnetic actuator. The multi-layered display designed for tactile communication has innovatively narrowed the size and spacing of cells in order to express pictures, maps, and graphics. This display has enabled the visually impaired to touch two-dimensional information combining with other assistive technologies so that. It would also provide a technical source of access to STEM education (Science, Technology, Engineering, and Mathematics) so that students will perform better and be better prepared for advanced education. Moreover, it can be applied to public infrastructure and transportation in smart-city projects on the globe. Hence, this paper introduces the principle of Electromagnetic-actuator and how it can be utilized in many diverse areas.

Flexible display interface design for user experience (사용자 경험을 위한 플렉시블 디스플레이 인터페이스 디자인)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.287-292
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    • 2018
  • The digital multimedia environment, centered on Information and Communications Technologies (ICT) technology, has transformed our imagination into a diverse experience. The flexible display, which was born as a means of human-machine communication required in a highly information-oriented society, It is creating a new market by linking with Internet of things. ecause the interface of a flexible display can provide a physical form as a result of input or output, user-centered interface design is paramount. Therefore, the researchers of this paper have studied the physical deformation and characteristics of flexible display by user manipulation through literature and case studies. Therefore, the authors of this paper studied the physical deformations and characteristics of flexible displays by user manipulation through literature and case studies. This research suggests the following guidelines for a flexible display interface design for the user experience. First, it must be designed to provide the functionality that users need in a variety of display environments. Second, in using the interface, external factors should be removed from the viewing angle of multi-users. Third, all possible user actions should be considered on flexible displays other than touch and contact. Fourth, flexible design of flexible display requires changing interface design for user experience.

A study on the development of living products using heat and color conversion treated woods (디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로-)

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.20 no.5
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    • pp.467-479
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    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

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A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • 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) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional 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 design of detail input device and application fields of Kom-O-Drum for Serious Game.

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Optimization of GZO/Ag/GZO Multilayer Electrodes Obtained by Pulsed Laser Deposition at Room Temperature

  • Cheon, Eunyoung;Lee, Kyung-Ju;Song, Sang Woo;Kim, Hwan Sun;Cho, Dae Hee;Jang, Ji Hun;Moon, Byung Moo
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.336.2-336.2
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    • 2014
  • Indium Tin Oxide (ITO) thin films are used as the Transparent Conducting Oxide (TCO), such as flat panel display, transparent electrodes, solar cell, touch screen, and various optical devices. ZnO has attracted attention as alternative materials to ITO film due to its resource availability, low cost, and good transmittance at the visible region. Recently, very thin film deposition is important. In order to minimize the damage caused by bending. However, ZnO thin film such as Ga-doped ZnO(GZO) has poor sheet resistance characteristics. To solve this problem, By adding the conductive metal on films can decrease the sheet resistance and increase the mobility of the films. In this study, We analyzed the electrical and optical characteristics of GZO/Ag/GZO (GAG) films by change in Ag and GZO thickness.

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General Touch Gesture Definition and Recognition for Tabletop display (테이블탑 디스플레이에서 활용 가능한 범용적인 터치 제스처 정의 및 인식)

  • Park, Jae-Wan;Kim, Jong-Gu;Lee, Chil-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.184-187
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    • 2010
  • 본 논문에서는 터치 제스처의 인식을 위해 시도된 여러 방법 중 테이블탑 디스플레이상에서 HMM을 이용한 제스처의 학습과 사용에 대해 제안한다. 터치 제스처는 제스처의 획(stroke)에 따라 single stroke와 multi stroke로 분류할 수 있다. 그러므로 제스처의 입력은 영상프레임에서 터치 궤적에 따라 변하는 방향 벡터를 이용하여 방향코드로 분석될 수 있다. 그리고 분석된 방향코드를 기계학습을 통하여 학습시킨 후, 인식실험에 사용한다. 제스처 인식 학습에는 총 10개의 제스처에 대하여 100개 방향코드 데이터를 이용하였다. 형태를 갖추고 있는 제스처는 미리 정의되어 있는 제스처와 비교를 통하여 인식할 수 있다. (4 방향 드래그, 원, 삼각형, ㄱ ㄴ 모양 >, < ) 미리 정의되어 있는 제스처가 아닌 경우에는 기계학습을 통하여 사용자가 의미를 부여한 후 제스처를 정의하여 원하는 제스처를 선택적으로 사용할 수 있다. 본 논문에서는 테이블탑 디스플레이 환경에서 사용자의 터치제스처를 인식하는 시스템을 구현하였다. 앞으로 테이블탑 디스플레이 환경에서 터치 제스처 인식에 적합한 알고리즘을 찾고 멀티터치 제스처를 인식하는 연구도 이루어져야 할 것이다.

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A Study on the Urban Public Design which Introduced the Concept of Hypermedia (도시 공공디자인에서 하이퍼미디어에 관한 연구)

  • Yang, Jin-A;Lee, Young-Soo
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.231-238
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    • 2013
  • As the technical medium evolves, the method of accepting information is changing. The technical medium also appears in various ways through the combination with art. This study aims to conduct research on how hypermedia, appearing from this, will reveal itself in the urban public design in terms of its expression mode. First, this study looks at the characteristics for expression representation of hypermedia art through theoretical considerations on the hypermedia. Second, this study identifies how hypermedia art is introduced in the urban public design through art cases. Third, this study reveals the characteristics depending on the expression mode of hypermedia art shown in the urban public design based on the analyzed cases. As a result, first, hypermedia appeared in various image lighting expression modes that use 'light' in the urban public design and interacted with the public. Second, hypermedia reacted to 'motion' and was the expression mode of using bodies in the urban public design and using peripheral devices and external environment and characterized by having complex patterns of multi-layered structure through multi-media. It also applied sight, hearing, and touch partially or integratedly to attract synesthesia from the public and checked mutual interaction rapidly in an improvised way. Third, such a complex digital technology was the network expression mode beyond space and time by medium of urban public design and characterized by the new experience of virtual space expansion through the world wide network and the communication mode of participation. With such a role change of media and combination with art, hypermedia has been achieving varied extended representations. It is considered to change our monotonous urban environment, restore our relationship with the public, and open a new field of communication. Accordingly, the significance of this study can be identified through how it aimed to display the expression method of hypermedia which caused its extension in the field of urban public design as well as through the derivation of relevant characteristics.