• 제목/요약/키워드: Physical Display

검색결과 547건 처리시간 0.029초

홀로그래픽 디스플레이 화질 평가 및 표준화 연구 동향 (Quality Evaluation and Standardization Trend of Holographic Displays)

  • 남제호;오관정;박민식;김진웅
    • 전자통신동향분석
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    • 제32권5호
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    • pp.65-73
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    • 2017
  • A holography technique optically reconstructs a three-dimensional object in space to provide a natural sense of depth and volume to the observer, thereby providing an ultimate 3D image capable of solving the problem of "vergence-accommodation conflict" occurring in a conventional stereoscopic imaging system. In this paper, we present a technical framework for measuring the performance and evaluating the quality of a holographic display, which enables a quantitative measurement of the optical and physical properties that affect the performance and quality of a holographic display. In addition, we provide the trend regarding standardization related to holographic display measurements. Although this trend has barely started, research activities related to holographic display measurements and quality evaluations are expected to grow in the near future.

인간공학적 조종실 설계를 위한 계기 탐색 형태에 관한 연구 (Investigation of the visual search patterns of the cockpit displays for the ergonomic cockpit design)

  • 송영웅;이종선
    • 대한안전경영과학회지
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    • 제8권2호
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    • pp.71-80
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    • 2006
  • There are many display panels in the flight cockpit and pilots get various flight information from those displays. The ergonomic layout of the displays must be determined based upon frequency of use and sequence of use. This study investigated the visual search patterns of the six display groups(one head-up-display: HUD, two multi function displays: MFDs, one engine group: EG, one flight display group: FD and others) in a fighting aircraft. Four expert pilots conducted Imaginary flight in the physical mock-up and the eye movements were collected using eye tracking system. Data of dwell time, frequency of use, and eye movement path were collected. Pilots spent most of time on HUD(55.2%), and others (21.6%), FD(14.2%), right MFD(4.7%), EG(3.2%), and left MFD(1.1%) in descending order. Similarly HUD(42.8%) and others(30.0%) were the most frequently visited displays. These data can be used in the layout of cockpit displays and the determination of optimal visual search pattern.

CoRapport: 실세계에서 다양한 소셜 웹 콘텐츠 표현을 지원하는 능동형 디스플레이 애플리케이션 (CoRapport: Proactive Display Application Supporting Presentation of Various Social Web Contents in Physical Spaces)

  • 이태호;이명준
    • 한국컴퓨터정보학회논문지
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    • 제15권8호
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    • pp.127-139
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    • 2010
  • 웹 서비스 기술의 발전에 따라 인터넷의 이용자가 생산자이면서 동시에 소비자로서 인터넷 공간을 이용하는 웹 2.0이라는 개념이 도래하였다. 웹 2.0 개념의 인터넷 공간에서는 소셜 웹 서비스를 통하여 셀 수 없이 많은 다양한 형태의 웹 콘텐츠가 만들어지고 있다. 따라서 실세계에서도 다양한 유형의 사용자들이 웹 콘텐츠를 공유할 수 있도록 하는 능동형 디스플레이 시스템이 등장하였다. 능동형 디스플레이 시스템은 실세계에서도 다양한 유형의 사용자들이 웹 콘텐츠를 공유할 수 있도록 한다. 그러나 지금까지는 시스템의 개인적인 웹 콘텐츠를 공유하는 기능이 미비하였다. 본 논문에서는 실세계에서 사용자의 신원을 파악하여 사용자의 블로그나 공개 카페와 같은 소셜 네트워크 서비스의 웹 콘텐츠를 대형 디스플레이 장치 혹은 멀티미디어 재생 장치를 통하여 표현하는 능동형 디스플레이 애플리케이션을 개발하였다. 이를 위하여 사용자의 프로필과 웹 콘텐츠 정보를 등록하고 관리할 수 있는 소셜 콘텐츠 프레젠테이션 서버를 개발하였다. 또한, 실세계에서 디스플레이 장치에 근접한 사용자를 능동적으로 식별하고 직관적 사용자 인터페이스를 통하여 웹 콘텐츠를 디스플레이 장치 화면에 나타내는 소셜 콘텐츠 프레젠테이션 클라이언트를 개발하였다. 그리고 직관적 사용자 인터페이스를 통하여 콘텐츠의 공유를 현장에서 지정하는 현장 스크랩 서비스와 또한 다양한 종류의 의견 제시를 현장에서 지원하는 현장 피드백 서비스를 개발하였다.

건강인의 한발 서기 시 다양한 감각 자극이 압력 중심점 이동 면적과 속도에 미치는 영향 (Effects of Various Sensory Stimulation on Surface Area and Velocity of Center of Pressure During One Leg Standing in Healthy Adults)

  • 김가현;탁지연;임학현;정희선;우영근
    • 한국전문물리치료학회지
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    • 제22권3호
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    • pp.41-49
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    • 2015
  • This study aimed to evaluate the surface area and velocity of center of pressure (COP) during one leg standing by stimulating the sensory system in normal adults. Thirty subjects were enrolled in this study. Subjects were asked to stand on one leg during testing conditions. Testing conditions included 6 different sensory stimulations as follows: eyes opened, eyes closed, eyes opened with vibrator, eyes opened with head-mounted display (HMD), eyes opened with vibrator and HMD, and eyes closed with vibrator. During each testing condition, the surface area and velocity of center of pressure were measured. There were significant differences in the mean surface area and the mean velocity of COP between the "eyes opened" condition and the other five testing conditions (p<.05). However, in the comparison between the "eyes closed" and "eyes opened with HMD" conditions, there were no significant differences in the tested parameters. This study shows that closing eyes or keeping eyes opened while using HMD to experience virtual reality has the same effect on one leg standing balance. This finding should be considered in the evaluation or intervention of balance, especially one leg standing balance and balance while standing with a small base of support.

A Comparative Study of Immersive 360-degree Virtual Cycling System and Head-mounted Virtual Cycling System for Young adults

  • Wonjae Choi;Gyugeong Hwang;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • 제13권2호
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    • pp.187-195
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    • 2024
  • Objective: Physical activity can promote physical and mental well-being. University students are more sedentary recently due to the increased use of computers and other technology. The aim of this study was to investigate differences between immersive 360-degree virtual cycling (IVC) and virtual cycling with head-mounted display (VCHMD) on aerobic capacity and usability in young adults. Design: A crossover study. Methods: Twenty-five university students (13 male, 12 female) participated in this study and completed 2 separate 30 min cycling sessions, such as IVC and VCHMD. In the IVC, participants rode on a stationary cycle while watching curved TV where recorded video was played. To enhance the sense of realism, auditory stimulation was given to the headset, and the gyroscope sensor was used to track the screen as the head moved. In the VCHMD, participants rode on the stationary cycle with head-mounted display, and other conditions were the same as IVC. Participants were assessed the aerobic capacity which included gas analyzer and portable near-infrared spectroscopy, and usability which included simulator sickness questionnaire and system usability scale. Results: Aerobic capacity was significantly difference in the IVC compared with the VCHMD except for the total hemoglobin of right and left rectus femoris and muslce oxygen saturation of left rectus femoris (p<0.05). Cybersickness was less in the IVC than VCHMD and usability was high in the IVC than VCHMD (p<0.05). Conclusions: The findings suggested that IVC might be beneficial exericse to improve aerobic capacity and has lower cybersickness and higher usability than VCHMD.

Comparison of The VDT Occupation and VDT-related Hobby Groups in terms of Patients' Subjective Symptoms of VDT Syndrome

  • Lee, Jun Cheol;Park, Si Eun;Shin, Hee Jun;Choi, Wan Suk
    • 국제물리치료학회지
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    • 제8권2호
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    • pp.1168-1174
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    • 2017
  • The purpose of this study was to investigate the health conditions of occupation group and hobby group related to visual display terminal (VDT) syndrome. The VDT occupation group was mainly composed of the worker in banks, telephone companies, and general offices. The VDT-related hobby group was composed of high school students, and Internet cafe users. A questionnaire survey was conducted to classify the subjects according to hours of computer usage. The results indicated that the occupation group represented a higher level of subjective symptoms than VDT-related hobby group. In the VDT occupation group, 'Poor body condition', 'Feeling uncomfortable or pain in the neck', 'Feeling uncomfortable or pain in the back', 'Feeling stressed out', and 'Feeling uncomfortable or pain in the shoulder' items indicated a high level of subjective symptoms. In the VDT-related hobby group, 'Feeling uncomfortable or pain in the neck', and 'Feeling uncomfortable or pain in the back' items indicated a high level of subjective symptoms. According to the hours of computer usage, 4-6 hours and 6 hours or more groups represented a higher level of subjective symptoms than 2-4 hours group. These findings suggest that Visual display terminal (VDT) work effects the individual's health conditions.

PDP 방전 셀에서 빛이 방출되는 물리적 메커니즘 (Physical Mechanism of Light emission from Discharge Cells in the Plasma Display Panel)

  • 엄환섭;최은하
    • 한국진공학회지
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    • 제15권6호
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    • pp.556-562
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    • 2006
  • 플라즈마 디스플레이 패널은 양극과 음극사이의 방전공간을 가진 많은 방전 셀로 구성되어 있다. 네온과 제논가스로 채워진 이 방전공간에서 전기방전이 일어난다. 전자온도가 방전조건에 의하여 정해지며 이온도를 통하여 제논의 함량에 따른 방전전압을 이론적으로 계산할 수 있다. 방전 셀 내의 플라즈마가 147 nm와 173 nm의 극자외선을 방출하고 이 자외선들은 형광물질을 여기하여 가시광선을 방출한다. 이러한 모든 과정에 대한 물리적인 메커니즘의 모델을 만들고 실험에서 측정된 데이터와 모델이 예시하는 결과를 비교한다. 실험 데이터는 이론 결과와 비교적 잘 일치하는 것을 관찰할 수 있다. PDP의 방전과 동작을 더욱 개선하기 위하여 새로운 물질이 필요하고 더 좋은 셀 구조가 요구된다.

VDT 직업 종사자의 목 통증, 목뼈 운동범위, 누름통증, 목뼈 굽힘-이완 비율에 PNF 프로그램이 미치는 영향: 증례보고 (Effects of PNF Program on Neck Pain, Cervical Range of Motion, Pressure Pain, and Cervical Flexion-Relaxation Ratio in VDT Worker: a Case Study)

  • 김용훈;정주현
    • PNF and Movement
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    • 제13권4호
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    • pp.197-202
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    • 2015
  • Purpose: This study aimed to examine the effects of a proprioceptive neuromuscular facilitation (PNF) program on neck pain, cervical range of motion, pressure pain, and the cervical flexion-relaxation ratio in a visual display terminal (VDT) worker. Methods: We recruited a 33-year-old VDT worker diagnosed with chronic VDT syndrome. The subject was treated using a PNF program for 20 minutes a day, three times a week for six weeks. All evaluations were performed every two weeks on the first test day. Results: The PNF program resulted in a significant improvement in the subject's neck pain, cervical range of motion, pressure pain, and the cervical flexion-relaxation ratio after six weeks, in comparison to the subject's condition before treatment. Conclusion: The PNF program can be used effectively to improve neck pain, cervical range of motion, pressure pain, and the cervical flexion-relaxation ratio in visual display terminal (VDT) workers.

Thermally assisted IRSL and VSL measurements of display glass from mobile phones for retrospective dosimetry

  • Discher, Michael;Kim, Hyoungtaek;Lee, Jungil
    • Nuclear Engineering and Technology
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    • 제54권2호
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    • pp.429-436
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    • 2022
  • Investigations of retrospective dosimetry have shown that components of mobile phones are suitable as emergency dosimeters in case of radiological incidents. For physical dosimetry, components can be read out using optically stimulated luminescence (OSL), thermoluminescence (TL) and phototransferred thermoluminescence (PTTL) methods to determine the absorbed dose. This paper deals with a feasibility study of display glass from modern mobile phones that are measured by thermally assisted (Ta) optically stimulated luminescence. Violet (VSL, 405 nm) and infrared (IRSL, 850 nm) LEDs were used for optical stimulation and two protocols (Ta-VSL and Ta-IRSL) were tested. The aim was to systematically investigate the luminescence properties, compare the results to blue stimulated Ta-BSL protocol (458 nm) and to develop a robust measurement protocol for the usage as an emergency dosimeter after an incident with ionizing radiation. First, the native signals were measured to calculate the zero dose signal. Next, the reproducibility and dose response of the luminescence signals were analyzed. Finally, the signal stability was tested after the storage of irradiated samples at room temperature. In general, the developed Ta-IRSL and Ta-VSL protocols indicate usability, however, further research is needed to test the potential of a new protocol for physical retrospective dosimetry.

Analytic Network Process 기반의 디스플레이 인지화질 평가 (Perceptual Quality Assessment on Display based on Analytic Network Process)

  • 성정민;최봉석;최봉열;하영호
    • 전자공학회논문지
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    • 제51권7호
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    • pp.180-189
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    • 2014
  • 현재 디스플레이 기술의 급격한 발전과 종류의 다양성으로 인해 디스플레이 화질평가에 대한 중요성이 대두되고 있다. 기존 디스플레이 화질평가는 물리측정에 의한 정량적 평가법이 사용되어 왔지만, 이러한 방법은 최종 평가자인 인간의 인지평가와 일치하지 않는다. 따라서 이와 같은 모순점을 해결함과 동시에 디스플레이의 물리적 특성과 인간의 인지화질 사이의 정량적 상관관계를 정립할 필요가 있다. 이에 본 논문은 디스플레이들의 상대적 인지화질을 평가할 수 있는 체계화된 방법을 제안하며, 이 방법을 통해 디스플레이들의 상대적 인지화질을 정량화한다. 디스플레이들에 대한 상대적 인지화질평가는 개개인의 주관적 의사를 평가하는 것과 같으며, 이 점에 착안하여 디스플레이 인지화질평가에 의사결정방법들 중 하나인 Analytic Network Process(ANP)를 도입하였다. 또한, 본 논문은 인간의 시각정보처리 체계를 표현하기 위해서 색, 모양, 깊이에 해당하는 3가지 평가기준을 채택하였으며, 그 3가지 평가기준들에 대한 하위 평가항목들로 디스플레이의 대표적 특성 8가지를 사전 설문조사를 통해 선정하였다. 제안된 방법과 주관적 평가의 유사성을 입증하기 위해 대표적인 모바일 디스플레이인 TFT-LCD와 OLED 디스플레이에 대해 상대적 인지화질을 실험 평가하였다. 그 결과, 제안된 방법에 의해 정량화된 값들 사이의 대소관계와 주관적 평가를 통해 얻은 디스플레이 선호도 간의 관계가 유사하다는 것을 입증하였다.