• Title/Summary/Keyword: Screen Memory

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A Plan of Efficient Images Display Using Shared Memory (공유메모리를 이용한 효율적인 감시 영상 표출 방안)

  • Lee, Won-Jae;An, Tae-Ki;Shin, Jeong-Ryol
    • Proceedings of the KSR Conference
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    • 2011.10a
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    • pp.3306-3311
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    • 2011
  • Last Subway video surveillance system consists of a network device that is used. Through the network to transmit video data to digital conversion of analog video via a process server or a PC video to a split-screen in various forms is expressed. In recent years, multi-monitor video cameras from the same pop-up or more, such as history, structure expressed on a variety of video is required by express. The problem with these systems, video compression and transmission of many cameras, and this image data received from the server or PC to take out all the images you want to watch to occur when in order to express all of the images because of the need to decode most of the program per limit of number of channels is positioned. This limited number of channels to have a video that nothing forced, but it is likely to do so in the future performance of the hardware evolves gradually channeled images available number of channels will increase proportionately. However, as the development of hardware required for a single screen video channel will be more gradual capital. The hardware rather than relying solely on the performance of the decoded video data on the screen in order to express a more efficient utilization of shared memory for video surveillance software will provide the operating plan.

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Research in Off-Screen Space and Cognitive Psychology (외화면 공간과 인지심리에 관한 연구)

  • Wang, Zhen-Xing;Kim, Dong-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.341-347
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    • 2010
  • The off-screen space openness of the movies converted a unilateral communication, which films have made audiences understand with, into an interactive communication. When the spectators see a movie, the off-screen space will be able to take out their positivity and induce their deep thinking. They won't accept information of the screen by manual operation but will participate in the narrative stories of the cinemas, thinking about the reality. In the paper, it shows that the motion pictures, which Jean Renoir and Michelangelo Antonioni produced, consist of the expressive forms of the off-screen space as well as a human has the ability sense, feeling, perception and memory associated with interacting between the off-screen space and audiences.

Boundary Contraction for Wide-Angle Images on Monitor Screen: An Effect of Retention Interval (파지기간에 따른 모니터 화면상 광각이미지의 경계축소현상)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.61-68
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    • 2007
  • Two experiments examined the visual memory distortion by presenting 170 subjects with wide-angle views of four scenes on monitor screen. Retention interval of 0, 1 and 48 hours tested in reproduction and recognition experiment. The results of reproduction showed that the subjects tend to magnify the foreground and background of scenes compared to the real input (scene) for all retention intervals. The viewers recognized mure wide-angle views for the same scenes at the retention interval of 1 and 48 hours. These results demonstrated boundary extension is not a robust and unidirectional phenomenon but boundary contraction can be occurred with wide-angle views. The results also suggested that boundary contraction is the product of the activation of a memory schema hypothesis: In memory the representation moves toward a prototypical view and prototypical object size.

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Development of Mobile-application based Cognitive Training Program for Cancer Survivors with Cognitive Complaints (암 환자를 위한 앱 기반의 인지건강훈련 프로그램의 개발)

  • Oh, Pok Ja;Youn, Jung-Hae;Kim, Ji Hyun
    • Korean Journal of Adult Nursing
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    • v.29 no.3
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    • pp.266-277
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    • 2017
  • Purpose: The purpose of this study was to design a mobile-application of a cognitive training program for people who have chemo-related cognitive complaints. Methods: The program was developed based on the network-based instructional system design proposed by Jung. The program consisted of several tasks centered on four cognitive domains: learning, memory, working memory, and attention. For memory learning, a target-image and all its elements (color, position, and number) were presented on the screen that had to be recognized among a number of distractor-figures. In working memory training, the previous learned target-figure according to the level of difficulty had to be remembered among many different figures. In attention training named "Find the same figure," two identical symbols in a grid-pattern filled with different images were presented on the screen, and these had to be simultaneously touched. In attention training named "Find the different figure," a different symbol in a grid pattern filled with same figures had to be selected. This program was developed to train for a minimum of 20 min/day, four days/week for six weeks. Results: This cognitive training revealed statistically significant improvement in subjective cognitive impairments (t=3.88, p=.006) at six weeks in eight cancer survivors. Conclusion: This cognitive training program is expected to offer individualized training opportunities for improving cognitive function and further research is needed to test the effect in various settings.

A Study on the Influence Exerted on Subtitle Locations in Videos by the Deterioration of Working Memory Ability due to Aging (노화에 따른 작업기억능력의 저하에 영향을 받는 영상 속 자막인식위치 연구)

  • Kim, Sang-Yub;Jung, Jae-Bum;Park, Jang-Ho;Nam, Ki-Chun
    • Science of Emotion and Sensibility
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    • v.22 no.4
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    • pp.31-44
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    • 2019
  • This study intended to investigate the effects of the subtitle location on the decreased working memory abilities caused by aging. A junior group (average age: 26, SD: 3.06, N=27) and a senior group (average age: 61.69, SD=4.18, N=26) participated in this study and they all performed N-back tasks which measured the working memory ability of the participants and video subtitle recognition tasks that assessed the most effectively recognized subtitle locations in the video. The results of the N-back task revealed slower response times and low accuracy rates in the senior group in comparison to the junior group, suggesting lower working memory abilities in the senior group vis-à-vis the junior group. The deterioration of working memory due to aging also negatively influenced the 'left-bottom' subtitle location in the video subtitle recognition task and positively influenced the 'left-center' location of the screen. The deterioration of working memory ability did not affect other subtitle locations. By examining the positive or negative effects of the deterioration of working memory ability as a function of age on subtitle locations, the present study suggests that the selection of suitable subtitle locations taking into account the ages of video viewers would cause information to be more effectively displayed on screen.

SplitScreen: Enabling Efficient, Distributed Malware Detection

  • Cha, Sang-Kil;Moraru, Iulian;Jang, Ji-Yong;Truelove, John;Brumley, David;Andersen, David G.
    • Journal of Communications and Networks
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    • v.13 no.2
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    • pp.187-200
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    • 2011
  • We present the design and implementation of a novel anti-malware system called SplitScreen. SplitScreen performs an additional screening step prior to the signature matching phase found in existing approaches. The screening step filters out most non-infected files (90%) and also identifiesmalware signatures that are not of interest (99%). The screening step significantly improves end-to-end performance because safe files are quickly identified and are not processed further, and malware files can subsequently be scanned using only the signatures that are necessary. Our approach naturally leads to a network-based anti-malware solution in which clients only receive signatures they needed, not every malware signature ever created as with current approaches. We have implemented SplitScreen as an extension to ClamAV, the most popular open source anti-malware software. For the current number of signatures, our implementation is $2{\times}$ faster and requires $2{\times}$ less memory than the original ClamAV. These gaps widen as the number of signatures grows.

A Study of Interactive Digital Signage System using Heterogeneous Device (이기종 디바이스를 이용한 인터렉티브 디지털 사이니지 시스템 연구)

  • Park, Dae Seung;Sung, Yeol Woo;Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.184-188
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    • 2021
  • In general, digital signage is a next-generation smart media that provides various information and advertisement services to many people indoors or outdoors using the Internet. Recently, digital signage is rapidly spreading in such a small indoor environment, that is, in an area closely related to daily life, for example, inside an elevator. However, in this kind of indoor environment where the stay time of persons is extremely limited, it would be not easy for them to keep advertisements in the user memory for a long time. In the digital signage display installed in an indoor environment, it is possible to think about the possibility for a function such as expanding the screen to a user's smartphone, which is now widely spread, to contain, store, and use the transmitted content. In this paper, we propose a method to extend the display of digital signage contents to personal smart phones with interaction function in such a limited environment. In order to make the system operation, the proposed system was verified by confirming the result of dual screen implementation in a smart phone through the prototype implementation of a digital signage system in an embedded Linux environment.

The way of displaying English words to facilitate phonological loops of working memory on the digital screen (디지털 스크린에서 작업기억의 음운고리를 촉진시키는 영어단어 제시 방법)

  • Kwon, Youan
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.99-106
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    • 2014
  • The first purpose of the present study is to investigate the way of displaying English words to facilitate phonological loops on the digital screen, and the second purpose is to test whether or not the more effective display type can increase learning rates equally in both low and high foreign language motivation group. To achieve these aims, two experiments were conducted. Experiment 1 showed that 3 times display condition generated higher performances in recall and recognition test than 1 time display condition did. In Experiment 2, we recruited high motivated group and low motivated group in foreign language learning, and assigned each member into 3 times display condition and self-pace condition. The results of Experiment 2 showed that the performance in the low motivated group was higher in the self-pace condition than in 3 times display condition, while this difference was not found in high motivated group. The present results suggest the display type increasing usage of phonological loops in digital screen environments.

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A Study on SI-Drum's Accessibility Evaluation for Screen Reader User (스크린리더 사용자를 위한 플러그인 가상악기 SI-Drum의 접근성 평가 연구)

  • Yong-Hwan Seok
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.571-580
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    • 2023
  • The purpose of this study is to evaluate the accessibility of the Cakewalk SI-Drum for the screen reader users. An evaluation was performed by testing the accessibility of the [Virtual Instrument Editing] that is a part of MIDI Production of the NCS(National Competency Standards) by using the SI-Drum and the Sense Reader. The results of this study are as follows. The SI-Drum has almost no basic accessibility for the screen users to do an above task. But the screen reader users can perform the tasks by using Sense Reader's Mouse Pointer function and Position Memory function. To use SI-Drum more efficiently, SI-Drum's basic accessibility have to be provided fully. Several suggestions are proposed to develop a fully accessible SI-Drum for the screen users.

Design and Implementation of Efficient Mobile E-book Viewer Using Mobile App Framework (모바일 앱 프레임워크를 이용한 E-Book Viewer 설계 및 구현)

  • Lee, Ji Hye;Shim, Jae Sung;Park, Seok Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.49-55
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    • 2012
  • A study on e-book viewer terminal in the native language of the platform-dependent studies are based, This is inefficient in memory usage and screen rendering speed, and there are frequent system updates, e-book viewer, the nature of mobile terminal platform application compatibility issues may occur. In this paper, using the mobile app framework in order to design e-book e-book viewer, analyzed the structure of ePub file parser and file more structured modules were designed and MVC. Designed and implemented to test the functionality of the memory information that is currently running to provide the ability to show the relationship of DDMS and layout components were used to show Hierarchy Viewer. As a result, rendering the screen 150%, 84% in the heap memory usage, improved performance was confirmed.