• Title/Summary/Keyword: Touch Screen

Search Result 366, Processing Time 0.022 seconds

A Study on Micro-Electrode Pattern of Repair Process Using Electrohydrodynamic Printing System (전기수력학 프린팅 기술을 이용한 미세전극 패턴의 리페어 공정 적용에 관한 연구)

  • Yang, Young-Jin;Kim, Soo-Wan;Kim, Hyun-Bum;Yang, Hyung-Chan;Lim, Jong-Hwan;Choi, Kyung-Hyun
    • Clean Technology
    • /
    • v.22 no.4
    • /
    • pp.232-240
    • /
    • 2016
  • Recently, various research studies have been conducted and many are in progress for the suitable alternative materials for ITO based touch screen panel (TSP) due to limitations in size and flexibility. Various researches from all over the world have been attempted to fabricate the fine electrode less than $5{\mu}m$ for the rapid developing of display technology. Research is also being carried out in metal mesh methods using the existing technologies and alternative materials at commercial level. However, by using the existing technologies certain discrepancies are observed like low transparency and low yield which also results in the distortion of patterns. For repairing the damaged pattern, the conventional laser CVD technique has also been used but there are some challenges observed in CVD technique like achieving a stable fine electrode of $10{\mu}m$ or less and avoiding the formation of satellite drops. To overcome these issues, a new printing process named Electrohydrodynamic (EHD) printing, has been introduced by which $5{\mu}m$ fine patterns can be printed in one step. This EHDA printing technique has been applied to print very fine electrodes of $5{\mu}m$ or less by using conductive inks of various viscosities. This study also presents the optimized process parameters for printing $5{\mu}m$ fine electrode patterns during experiments by controlling the applied voltage and supply flow rate. The $5{\mu}m$ repair electrodes were fabricated for repairing $50{\mu}m$ shorted electrode samples.

A Study of Improvement the Productivity of the Industrial System using Electronics and Computer Technology (전자장비와 컴퓨터기술을 이용한 산업시스템의 생산성 개선에 관한 연구)

  • Lee, Keun-Ho;Ryu, Gab-Sang
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.593-598
    • /
    • 2014
  • To solve the labor shortage of skilled workers, the ship building industry needs the automation and mechanization. Especially, compared with other process, handrail manufacturing process of ship building falls behind the automation. In this paper, we designed and implemented a flat-iron automation system using computer convergence technology that can be used in the production of handrails in shipbuilding. The system's machine part was designed by considering the efficiency, productivity, and stability of the cutting process, and checked the stability of the structure using CATIA and ANSYS. The system's control part was used the PCNC controller to provide openness and scalability. And the part was made for system control and monitoring the system through screen manipulation with touch-screen form. A flat-iron automatic system was developed by converging the mechanics, electronics and computer technology and it will contribute to improve the productivity of the industrial system.

The Implementation Directions and an Analysis of Assistive Devices and Alternative Formats to Improve Accessibility for Disabled People (장애인 접근성 향상을 위한 보조기기 및 대체자료 분석과 구현 방향)

  • Rim, Myunghwan;Gil, Younhee;Jeon, Gwangil
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.664-673
    • /
    • 2015
  • The assistive devices for disabled people are being highlighted even in industrial aspects through the policy and support for disabled people, enactment of regulation for the improvement of accessibility of disabled, technological innovation and product development. Recently, internet access with the sense of touch and hearing and utilizing electronic publishing contents and e-mailing are being convenient through the product of ICT development such as screen reader for visually impaired people, braille display, screen enlarger, text converter and others. Even so, in rapidly changing digital media smart era, the accessibility of visually impaired people is still poor and assistive devices and alternative formats are in need of improvement. Therefore, in aspect of the research and development innovation, this study proposes the implementation directions for improvement of accessibility by analyzing the current situation and structure of alternative formats and assistive devices for visually impaired people. As a result, in the future, various types of digital information are expected to be converted into a customized and realistic forms and distributed through a dedicated disability products or smart devices.

Error Minimized Laser Beam Point Detection Using Mono-Camera (한 개의 카메라를 이용한 최소오차 레이저 빔 포인터 위치 검출)

  • Lee, Wang-Heon;Lee, Hyun-Chang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.12 no.6
    • /
    • pp.69-76
    • /
    • 2007
  • The main stream of presentation is interrupted because of the direct manipulation of their PC frequently so as to control the screen and file open and so on. A variety of products have been developed to solve these inconveniences of the conventional laser beam pointer [LBP] by simply adding a mouse function to the previous LBP. However. the LBPs fully supporting a mouse function are not yet appeared. In this paper. we developed the LBP fully fulfilling a mouse function using mono-camera as well as a robust image processing and analyzed the position detection accuracy. Finally we verified the developed LBP does not only fulfill a mouse function but also solve the defects of the current laser pointer such as inconvenient installation and Position detection errors due to the illumination and viewing direction changes.

  • PDF

The Implementation of Graphic Window Library for RTOS Qplus-P (실시간 운영체제 Qplus-P용 그래픽 윈도우 라이브러리 구현)

  • Kim, Do-Hyung;Kim, Sun-Ja;Kim, Seung-Woo
    • The KIPS Transactions:PartA
    • /
    • v.10A no.5
    • /
    • pp.479-486
    • /
    • 2003
  • As the Internet appliances like digital TV, Internet set-top boxes, and Internet phone, are showing up in the market, the economics of real-time operating system (RTOS), which is an essential for controlling those devices, is expanding faster than ever before. ETRI has developed describes RTOS called Qplus-P, targeting various platforms ranging from PDA to Internet set-top box and home server. This paper describes the implementation of graphic window library for Qplus-P. The Qplus-P graphic window library was implemented using tiny-X graphic server and gtk graphic toolkit, which are open source software. To port this library to various aliances, hangul processing, screen rotation, touch screen, and graphic acceleration functions are added to the tiny-X graphic server of the implementd graphic window library. Currently, Qplus-P graphic window is running on ARM-based appliances such as iPaq PDA, Samsung S3C2400 board, Zaurus PDA, and on Home Server that uses x86 processor. Qplus-P graphic library is provided as a of Qplus-P target builder.

Comparison Study of Web Application Development Environments in Smartphone (스마트폰 상에서의 웹 응용프로그램 개발 환경 비교)

  • Lee, Go-Eun;Lee, Jong-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.12
    • /
    • pp.155-163
    • /
    • 2010
  • Due to the complex registration & downloading process of the native applications, and, software and their non-standardized APIs, mobile web application is now being an alternative software for smartphones. Hybrid web application, one of the types of mobile software, because develop and has reasonable performance by using the webkit engined in smartphones. It can be easily developed by using the exiting programming skill such as HTML, JavaScript and CSS. Additionally these programming techniques can be easily used in any smartphone regardless of its platforms. Most smartphones have a webkit engine or web rending engine for high performance and smooth display in web browser. Webkit is now equipped in iPhone and Android phone. In this paper, we try to find out by comparison that the various aspects of webkit APIs of iPhone & Android phone, such as screen font size, screen orientation, touch event, gesture event and their performance. We also evaluated which one is more convenient for developers when making web programs using webkit. As a result, we found out that webkit in iPhone has more excellent performance than Android.

Interactivity Framework for Analysis of Social Network Sites User's Behavior for Identification of Usability Flaws and Effective User's Experience (소셜 네트워크 사이트의 사용자 행동 분석을 통한 사용성 결점 식별 및 효과적인 사용자 경험을 위한 상호작용성 프레임워크)

  • Abduljalil, Sami;Yoon, Seok-Jin;Kang, Dae-Ki
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2011.04a
    • /
    • pp.544-546
    • /
    • 2011
  • Due to the explosive growth of online social network users, large numbers of users discover these social network sites are a place where they can be able to spend their spare time, share feelings, ideas freely, and to search for new friends or partners. These web sites give an opportunity for its users to socialize with new people and to keep in touch or reconnect with current or old friends and families across disperse continents via these web sites, which traditionally replace the traditional methods. These social network web sites need careful investigations and findings on the usability for effective interactivity and more usability. However, little research might have previously invested on the usability of these on social network web sites. Therefore, we propose a new framework to study the usability of these social network sites. We namely call our framework "Interactivity". This framework will enable us to assess the usability of the social network sites. It will provide an overview of the user's behavior while interacting in these social network web sites. Measurement of the interactivity will be measured using Camtasia software. This software will entirely capture the interactivity of users including the screen and the movements, which the screen and the motion of the user action will undergo to analysis at the end of our research.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
    • /
    • v.18 no.4
    • /
    • pp.43-50
    • /
    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

Computerized Measurement for Asthma-Specific Quality of Life: Comparison with a Conventional Paper-and-Pencil Questionnaire (터치스크린 컴퓨터를 이용한 천식 특이형 삶의 질 측정)

  • Lee, Eun-Hyun
    • Journal of Korean Academy of Nursing
    • /
    • v.39 no.6
    • /
    • pp.781-787
    • /
    • 2009
  • Purpose: The purpose of this study was to evaluate a computerized touch-screen version of the asthma-specific quality-of-life (cA-QOL) questionnaire against the conventional paper-and-pencil version (pA-QOL) for equivalence, time for completion, user preference, and ease of use. Methods: A total of 261 patients were recruited. A randomized cross-over design was used. Patients in group A completed the cA-QOL first while waiting to see a physician, and completed the pAQOL version after seeing the physician. Patients allocated in group B completed these questionnaires in the reverse order. The patients were asked questions about user preference and ease of use of the cA-QOL. The time taken to complete both versions of the questionnaire was measured. Results: Weighted kappa coefficients of all items showed almost perfect agreement. The time required to complete the pA-QOL is faster than the time for cA-QOL. The patients who preferred the cA-QOL were 37.5%, while those who preferred the pA-QOL were 29.9%. Most patients reported that the cA-QOL was "easy" or "very easy" to complete. Conclusion: The cA-QOL is the computerized equivalent of the pA-QOL. The findings herein demonstrate that the cA-QOL can be helpful to nurses in busy practices for assessing, collecting, and evaluating their patients' health related quality of life.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.121-129
    • /
    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.