• Title/Summary/Keyword: Realistic Media

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Thermal Transfer Pixel Patterning by Using an Infrared Lamp Source for Organic LED Display (유기 발광 소자 디스플레이를 위한 적외선 램프 소스를 활용한 열 전사 픽셀 패터닝)

  • Bae, Hyeong Woo;Jang, Youngchan;An, Myungchan;Park, Gyeongtae;Lee, Donggu
    • Journal of Sensor Science and Technology
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    • v.29 no.1
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    • pp.27-32
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    • 2020
  • This study proposes a pixel-patterning method for organic light-emitting diodes (OLEDs) based on thermal transfer. An infrared lamp was introduced as a heat source, and glass type donor element, which absorbs infrared and generates heat and then transfers the organic layer to the substrate, was designed to selectively sublimate the organic material. A 200 nm-thick layer of molybdenum (Mo) was used as the lightto-heat conversion (LTHC) layer, and a 300 nm-thick layer of patterned silicon dioxide (SiO2), featuring a low heat-transfer coefficient, was formed on top of the LTHC layer to selectively block heat transfer. To prevent the thermal oxidation and diffusion of the LTHC material, a 100 nm-thick layer of silicon nitride (SiNx) was coated on the material. The fabricated donor glass exhibited appropriate temperature-increment property until 249 ℃, which is enough to evaporate the organic materials. The alpha-step thickness profiler and X-ray reflection (XRR) analysis revealed that the thickness of the transferred film decreased with increase in film density. In the patterning test, we achieved a 100 ㎛-long line and dot pattern with a high transfer accuracy and a mean deviation of ± 4.49 ㎛. By using the thermal-transfer process, we also fabricated a red phosphorescent device to confirm that the emissive layer was transferred well without the separation of the host and the dopant owing to a difference in their evaporation temperatures. Consequently, its efficiency suffered a minor decline owing to the oxidation of the material caused by the poor vacuum pressure of the process chamber; however, it exhibited an identical color property.

A Prediction Cost based Complexity Reduction Method for Bi-Prediction in High Efficiency Video Coding (HEVC) (HEVC의 양-예측을 위한 예측 비용 기반의 복잡도 감소 기법)

  • Kim, Jong-Ho;Lee, Ha-Hyun;Jun, Dong-San;Cho, Suk-Hee;Choi, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.781-788
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    • 2012
  • In HEVC, the fast search method is used for reducing the complexity of the motion prediction procedure. It is consisted of the sub-sampled SAD which reduce the complexity of Sum of Absolute Differences(SAD) calculation and the simplified bi-prediction method which reduce the iterations of the uni-prediction for the bi-prediction. The computational complexity is largely decreased by the fast search method but the coding gain is also decreased. In this paper, the simplified bi-prediction is extended to compensate the performance loss and the prediction cost based complexity reduction methods are also proposed to reduce the complexity burden by the extended bi-prediction method. A prediction cost based complexity reduction method is consisted of early termination method for the extended bi-prediction and the bi-prediction skipping method. Compare with HM 6.0 references S/W, the average 0.42% of BD-bitrate is decreased by both the extended bi-prediction method and the prediction cost based complexity reduction methods with negligible increasement of the complexity.

Early Termination Algorithm of Merge Mode Search for Fast High Efficiency Video Coding (HEVC) Encoder (HEVC 인코더 고속화를 위한 병합 검색 조기 종료 결정 알고리즘)

  • Park, Chan Seob;Kim, Byung Gyu;Jun, Dong San;Jung, Soon Heung;Kim, Youn Hee;Seok, Jin Wook;Choi, Jin Soo
    • Journal of Broadcast Engineering
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    • v.18 no.5
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    • pp.691-701
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    • 2013
  • In this paper, an early termination algorithm for merge process is proposed to reduce the computational complexity in High Efficiency Video Coding (HEVC) encoder. In the HEVC, the same candidate modes from merge candidate list (MCL) are shared to predict a merge or merge SKIP mode. This search process is performed by the number of the obtained candidates for the both of the merge and SKIP modes. This may cause some redundant search operations. To reduce this redundant search operation, we employ the neighboring blocks which have been encoded in prior, to check on the contextual information. In this study, the spatial, temporal and depth neighboring blocks have been considered to compute a correlation information. With this correlation information, an early termination algorithm for merge process is suggested. When all modes of neighboring blocks are SKIP modes, then the merge process performs only SKIP mode. Otherwise, usual merge process of HEVC is performed Through experimental results, the proposed method achieves a time-saving factor of about 21.25% on average with small loss of BD-rate, when comparing to the original HM 10.0 encoder.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.

A Study on the Implementation of High-Speed Hybrid MAC for Smart Grid Application (스마트 그리드 응용에 적합한 고속Hybrid MAC 구현에 관한 연구)

  • Kwon, Tai-Gil;Kim, Yong-Sung;Cho, Jin-Woong;Hong, Dae-Ki
    • Journal of the Semiconductor & Display Technology
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    • v.13 no.1
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    • pp.73-81
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    • 2014
  • In this paper, high-speed Hybrid MAC (Medium Access Control layer) implementation suitable for smart grid applications is researched. MB-OFDM (Multi-Band Orthogonal Frequency Division Multiplexing) is considered for high-speed communication method in smart grid application. In this paper, the MAC adopts the distributed network managing method. Also, the MB-OFDM merit of high-speed transfer rate of up to 480Mbps must be supported. Hence, this paper presents an efficient hardware-software integration (co-design) method in order to realize a high- speed transmission, and a realizing method of distribution network. Finally, MAC performance and reliability based on MB-OFDM PHY (PHYsical layer) are confirmed through simulation and emulation.

A Study on Metaverse Service Development for Industrial Wastes Management (산업폐기물 관리 메타버스 서비스 구현에 관한 연구)

  • Wan-Jin Ko;Hyun-Ju Oh;Ji-Young Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.728-730
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    • 2023
  • 산업폐기물 처리 및 관리는 제조 산업 관련한 공통된 이슈 중 하나이며, 폐기물의 적시 처리는 환경오염, 화재 등 사고 예방에 효과적이며, 특히 인체유해물질 발생 전 처리는 필수이다. 메타버스 공간內 공동 폐기물처리장을 마련함으로써 별도의 물리적/현실에서 공동 폐기물 처리장을 별도로 구축할 필요성이 없으며, 동일한 효과성을 발휘할 수 있는 콘텐츠 서비스로 제조 뿐 아니라 다양한 산업 내에서 활용성 역시 매우 높다. 이러한 산업폐기물 관리 서비스 3종을 구현하고 실증 방안을 제시하고자한다.

The Effects of Immersion and Self-efficacy on Continuous Usage Intention of Realistic Media (몰입감과 자기 효능감이 실감 미디어의 지속적 활용의도에 미치는 영향)

  • Taeha, Kim;Chanhi, Park;Jong Hyun, Wi;Hoon S., Cha
    • Journal of Information Technology Services
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    • v.21 no.6
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    • pp.1-19
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    • 2022
  • This study empirically analyzed the effects of immersion and self-efficacy on the intention to continuously use realistic media. To this end, we used an extended technology acceptance model that includes not only the perceived ease of use and usefulness, but also the perceived joy as important factors. We collected data from 595 participants through an online questionnaire survey and tested the research model using a covariance-based SEM. As a result, we found that a user's immersion significantly increased perceived usefulness, ease of use, and joy of realistic media; and self-efficacy increased perceived usefulness and ease of use. Although the effect of perceived usefulness was relatively stronger than that of perceived joy, we found that the effect of perceived joy on the intention to use was also quite large. The effect of perceived ease of use on intention to use was found to be completely mediated by perceived usefulness and joy. In addition, the differences according to the types of media were tested by comparing two groups: augmented reality and virtual reality. The effects of perceived ease, usefulness, and joy on the intention to use were very similar regardless of the type of immersive media. However, it was found that self-efficacy increases usefulness only in augmented reality. Based on our findings, we have discussed the implications of our study, as well as the scope for future research.

Influence of User's Behavior about Delay on Media Server

  • Lee, Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.8B
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    • pp.1150-1158
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    • 2010
  • At present multimedia service composed of voice, data, and video service is prevalent in the Internet. As such, wide-scale penetration of Internet service imposes tremendous pressure to the network infrastructure such as the media servers and links as well as the nodes. In addition, users from a large-scale population require broad bandwidth and high level of QoS. This requires a network with reliable and scalable services to customers, which also necessitates a realistic method for the design of the a media server. In this work, we explore the influence of user's behavior about delay on the performance of media server that takes into account the system and user attributes in a realistic manner. By incorporating user's behavior about the delay-sensitivity, we present an analytic framework for the evaluation of the performance of the media server, via which we illustrate a meaningful intuition in the provision of Internet multimedia service.

Construction of HMD-based Interactive Realistic Media Algorithm Using L-System (L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.