• Title/Summary/Keyword: SONY

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전자종이의 기술동향

  • An, Seong-Deok;Kim, Cheol-Am;Seo, Gyeong-Su
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2011.10a
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    • pp.11.1-11.1
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    • 2011
  • 세계 최초의 전자종이가 등장한 때는 1975년 미국 제록스(Xerox)에서 개발된 '자이리콘(Gyricon)'이었으나, 2005년 상업성의 이유로 개발이 중단됐다. 2004년 소니(Sony)도 '리브리에(Librie)'라는 전자책 단말기를 출시했으나 콘텐츠 부족으로 판매가 워낙 부진해 시장에서 철수하였다. 그러나 2007년 인터넷 서점 아마존에서 베스트셀러를 포함한 8만 종 이상의 컨텐츠를 기반으로 전자책 '킨들(Kindle)'을 선보여 대 성공을 하였다. 2009년에만 540만대, 2010년에는 800만대 이상 팔리는 대히트를 기록한 것이다. 이러한 전자책의 성공의 이유는 다음과 같이 생각된다. 전자종이의 첫 번째 장점은 자체 발광을 하지 않는 '반사형'이기 때문에 눈에 피로감을 느끼진 않는다는 점이다. 컴퓨터 모니터, TV, 스마트폰 등은 LCD의 백라이트, AMOLED 등에서 직접 빛을 발산하기 때문에 피로감을 느낄 수밖에 없다. 두번째 장점은 유연하여 다양한 기판에 적용할 수 있다는 것이다. 기존의 디스플레이용 기판으로 유리(glass)를 사용하기 때문에 그 유연성에 있어 한계를 가지고 있지만, 금속 호일(Metal Foil)이나 플라스틱 기판으로 대체하려는 연구가 활발하게 진행되고 있으며 접는 것이 가능한 (Foldable) 전자종이도 출현할 전망이다. 세 번째 장점으로는 소비전력량이 적다는 것이다. 백라이트도 필요 없고, 자체적으로 빛을 낼 필요도 없고, 빛에너지를 외부에서 얻기 때문이다. 이러한 전자종이에 대한 최신 기술동향에 대하여 논하고자 한다.

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Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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A Study on Store Design Strategy for Establishing Brand Identity - Focus on innovative products and spaces for experiences - (브랜드 확립을 위한 상점공간 디자인 분석 연구 - 혁신적 제품과 체험 공간을 중심으로 -)

  • Lee, So-Young;Park, Sa-Hue
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.156-163
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    • 2009
  • Retail space itself could be one of the marketing strategies, through creating space, and communicating brand identity. Especially for innovative products, such as mobile technology products, store is not just to sell products but to provide experiences so that users can fudge usefulness of products and reduce uncertainties to adopt the products. The purpose of this study is to investigate how environmental features and physical artifacts contribute to promote experiences of innovative products in stores and how physical environment help to establish brand identity. For this study, site visits, observation, and literature review were conducted. For case studies, three retail spaces (Apple, Iriver, Sony) and one service space(TTL) were selected. Compared to the service space, three retail spaces have more transparent and open store front design characteristics. For the experiences of shoppers, products displayed in a radial shape, round shape, column shape, and around peripherals of the stores. A service oriented space, TTL zone is differentiated from three retail spaces in terms of layout, store front design, and experience areas. Compared to the traditional stores selling innovative products, the case stores showed more warm atmosphere using various shape, wood materials, lighting fixtures and furniture.

The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on gait Ability of Chronic Stroke Patients (가정용 게임기를 이용한 재활운동이 뇌졸중 장애인의 보행 능력에 미치는 효과)

  • Shin, Won-Seob;Lee, Seong-Won;Lee, Dong-Yeop
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.487-490
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    • 2009
  • 본 연구는 가정용 게임기를 이용한 재활 운동을 적용하여 뇌졸중 장애인의 보행능력에 효과가 있는 가를 알아보고자 하였다. 뇌졸중으로 6개월 이상 장애를 가진 32명이 연구에 참여하였고 게임운동군 16명과 대조군 16명으로 나누었다. 게임운동군은 가정용 게임기(PS2, sony)를 이용하여 1시간씩 주 3회, 6주간 실시하였다. 대조군은 운동의 적용 없이 평상시 생활을 유지하도록 하였다. 운동 전과 후에 보행능력을 측정하여 효과를 비교하였다. 통계처리 방법으로 전 후 차이를 검증하기 위하여 대응표본 t 검정을 실시하였고 대조군과의 차이 검증을 위하여 독립표본 t 검정을 실시하였다. 모든 통계적 유의 수준은 0.05로 하였다. 본 연구의 결과 보행능력에서 10m 보행속도가 유의하게 증가하였고(p<.05), 6분 보행거리도 유의하게 증가하였다(p<.05). 결론적으로 가정용 게임기를 이용한 재활운동이 뇌졸중 장애인의 보행능력에 효과가 있는 것으로 나타났다. 향후 뇌졸중 장애인에게 흥미를 유발하고 기능회복의 효과를 가진 게임형태의 재활운동이 다양하게 개발되어 적용하는 연구가 필요하다고 생각한다.

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Identification of Two Entomopathogenic Bacteria from a Nematode Pathogenic to the Oriental Beetle, Blitopertha orientalis

  • Yi, Young-Keun;Park, Hae-Woong;Shrestha, Sony;Seo, Ji-Ae;Kim, Yong-Ook;Shin, Chul-Soo;Kim, Yong-Gyun
    • Journal of Microbiology and Biotechnology
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    • v.17 no.6
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    • pp.968-978
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    • 2007
  • A pathogenic nematode, Butlerius sp., was isolated from Oriental beetle, Blitopertha orientalis. The infective juveniles exhibited dose-as well as time-dependent entomopathogenicity on the larvae of B. orientalis. Two bacterial species, Providencia vermicola (KACC 91278) and Flavobacterium sp. (KACC 91279), were isolated from the infective juveniles and identified. P. vermicola outnumbered Flavobacterium sp. in the nematode host, in which the colony density of P. vermicola was found to be 21 times higher than that of Flavobacterium sp. However, when the two bacterial species were cocultured in culture media without the nematode host, they showed similar growth rates. Both bacteria induced significant entomopathogenicity against Spodoptera exigua larvae infesting economically important vegetable crops, where P. vermicola was more potent than Flavobacterium sp.

Comparative Analysis of Biomechanical Factors in Performing Techniques of 1/1Turn, Stretched, and Tucked on the Old Vaulting Horse and the New Vaulting Table (신.구형도마에서 1/1Turn, Stretched, Tucked 기술수행 시 운동역학적 분석)

  • Kim, Ji-Tae;Heo, Seong-Gyu
    • Korean Journal of Applied Biomechanics
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    • v.16 no.4
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    • pp.135-145
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    • 2006
  • The aim of this study was to find out the differences of biomechanical factors from touching down the vaulting board to landing when techniques of 1/1Turn, stretched, and Tucked were performed on the old vaulting horse and on the new vaulting table. Three national representative men gymnasts were sampled for this study. Three dimension motion analyses by means of six Sony PD-150 video cameras with the velocity of 60 fps were used. As a result of analyzing the kinetic data from two kind of vaulting table, the following conclusions were made. 1. There was not significant differences of angular momentum between the old and the new vaulting table in all three techniques except the phase of stepping on the vaulting board and contacting the vaulting horse in the Tucked technique. IN the two phases above, the angular momentum in the new vaulting table was greater than that of the old vaulting horse. 2. There were few significant differences between the old and the new vaulting horses in the horizontal and vertical reaction force according to techniques when stepping was performed. However, it appeared tendency that the horizontal and vertical reaction force in the new vaulting table was a little greater than that of the old vaulting horse when the 1/1Turn, the Stretched and the Tucked were performed.

EXPERIMENTAL STUDY ON QUANTITATIVE EVALUATION OF FILM-BASED DIGITAL IMAGING SYSTEM (방사선사진용 디지털 영상시스템의 정량적 평가에 관한 실험적 연구)

  • Cho Heang-Hee;Kim Eun-Kyung
    • Journal of Korean Academy of Oral and Maxillofacial Radiology
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    • v.24 no.1
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    • pp.137-147
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    • 1994
  • A digital imaging system using Machintosh Ⅱ ci computer, high resolution Sony XC-77 CCD camera, Quickcapture Frame Grabber Board was evaluated for quantitative analysis of standardized periapical film with aluminum step wedge. The results were as follows: 1. Correlation between Al thickness and gray level was high-positively associated(r²=0.99, p<0.001). 2. Correlation between measured weight of experimental lesion and estimated relative lesion volume by digital subtracted radiography was also high-positively associated (r²=0.98, p<0.001). 3. As exposure time was increased, mean gray level was decreased(p<0.01) and slope of regression line between Al thickness and gray level was also decreased (p<0.01). And when the exposure time was shorter than 0.2 second, the value of r² was relatively low. On the basis of the above results, it is considered that this digital imaging system using a Macintosh Ⅱ ci computer & a high resolution CCD monochrome camera will be useful in evaluating digitized image from standardized periapical film quantitatively.

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User Interfaces for Visual Telepresence in Human-Robot Interaction Using Wii Controller (WII 컨트롤러를 이용한 사람과 로봇간 원격작동 사용자 인터페이스)

  • Jang, Su-Hyung;Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.27-32
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    • 2008
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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Comparison of Voice Characteristics Before and After High-Caffeine Intake (고카페인 섭취 전·후 음성 특성 비교)

  • Lee, Areum;Kim, Eunyun;Yoo, Hyunji;Choi, Yaelin
    • Phonetics and Speech Sciences
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    • v.7 no.4
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    • pp.59-65
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    • 2015
  • This study was conducted to identify the differences in voice characteristic variables before and after taking a certain amount of high-caffeine. Linear PCM-M10 Recorder (SONY) was used for the recorder and basic frequency of the voice (Fo), frequency fluctuation rate (jitter), amplitude fluctuation rate (shimmer) and Signal-to-Noise Ratio (SNR) were measured using TF-32(University of Wisconsin-Madison, USA). First, prolonged phonation analysis results of /ah/ by male subjects showed the shimmer values after taking high-caffeine increased statistically significantly(p<.05) compared with before the intake and SNR values significantly decreased. (p<.05). On the other hand, female subjects didn't show any statistically significant differences in all variables. Second, male subjects showed statistically significant increased shimmer values after the intake compared with before the intake at /ah/ of syllable 'na' and /ah/ in 'ra' in 'autumn' paragraph (p<.05), and jitter values significantly increased at /ah/ in 'ah' (p<.05). However, female subjects didn't show any statistically significant differences in all variables. Results of this study showed that high-caffeine intake more affects male subjects than female subjects. In male subjects, shimmer and SNR changed at vowel prolonged phonation, /ah/, and study results showed that shimmer and SNR in 'Autumn' paragraph /na/, /ra/ and jitter in /ah/ could be identified as the variables to show the voice change.

Development of Web-cam Game using Hand and Face Skin Color (손과 얼굴의 피부색을 이용한 웹캠 게임 개발)

  • Oh, Chi-Min;Aurrahman, Dhi;Islam, Md. Zahidul;Kim, Hyung-Gwan;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.60-63
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    • 2008
  • The sony Eytoy is developed on Playstation 2 using webcam for detecting human. A user see his appearance in television and become real gamer in the game. It is very different interface compared with ordinary video game which uses joystick. Although Eyetoy already was made for commercial products but the interface method still is interesting and can be added with many techniques like gesture recognition. In this paper, we have developed game interface with image processing for human hand and face detection and with game graphic module. And we realize one example game for busting balloons and demonstrated the game interface abilities. We will open this project for other developers and will be developed very much.

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