• Title/Summary/Keyword: White Space Device

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A Usability and Product in Unsubstantial Space (물리적 실체가 없는 공간에서의 Product,그리고 사용성에 관한 연구)

  • 김시만
    • Archives of design research
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    • v.15 no.3
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    • pp.93-102
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    • 2002
  • The changing pattern of living and communication, combined with wireless technologies has given rise to more fluidity between spaces and relationships. Despite this, the way we use technology and the qualities of product and service are limited. For example, ON or OFF is like BLACK or WHITE, it presents a harsh distinction This severity in definition can make me uncomfortable when using products. The aim of this project is to improve the use of a product's functions and Qualities. As an example, the switch button has limited the possible interaction of a product. even each function is different. 1 intend this study is to imbue the switch with a greater freedom of interpretation. What will happen If I create a journey in between on and off\ulcorner For instance, time, pattern, state, rhythm and so on are analogue properties of a switch. The playful, spontaneous, and enjoyable behaviour of a switch will be able to bring other qualities of function and service. The switch will then be able to be an object with more human qualities, not simply an on and off button.

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All-fiber RGB Laser Light Source of Head-up Display System for Automobile Application

  • Lee, Jonggwan;Kim, Kyungwon;Son, Seong-Jin;Kim, Bok Hyeon;Yu, Nan Ei
    • Current Optics and Photonics
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    • v.4 no.3
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    • pp.221-228
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    • 2020
  • We developed an all-fiber RGB laser light source module for application in an automobile head-up display. It is based on laser diodes and an optical fiber combiner that substantially enhances the flexibility of configuration and stability against harsh working conditions for automobiles. We coupled 13 laser diodes with optical fibers and merged them into a single output with a beam combiner device. Red (R), green (G), and blue (B) laser sources were employed to produce primary colors that were mixed into a white light output. An optical output power of approximately 1.5 W was achieved, and the color balance of the output lights was assessed based on the CIE 1931 color space. The optical output power was shown to be stable for over 160 h within an optical fluctuation of less than 0.27%.

Evaluation of Noise Power Spectrum Characteristics by Using Magnetic Resonance Imaging 3.0T (3.0T 자기공명영상을 이용한 잡음전력스펙트럼 특성 평가)

  • Min, Jung-Whan;Jeong, Hoi-Woun;Kim, Seung-Chul
    • Journal of radiological science and technology
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    • v.44 no.1
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    • pp.31-37
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    • 2021
  • This study aim of quantitative assessment of Noise Power Spectrum(NPS) and image characteristics of by acquired the optimal image for noise characteristics and quality assurance by using magnetic resonance imaging(MRI). MRI device was (MAGNETOM Vida 3.0T MRI; Siemense healthcare system; Germany) used and the head/neck shim MR receive coil were 20 channels coil and a diameter 200 mm hemisphere phantom. Frequency signal could be acquired the K-space trajectory image and white image for NPS. The T2 image highest quantitatively value for NPS finding of showed the best value of 0.026 based on the T2 frequency of 1.0 mm-1. The NPS acquired of showed that the T1 CE turbo image was 0.077, the T1 CE Conca2 turbo image was 0.056, T1 turbo image was 0.061, and the T1 Conca2 turbo image was 0.066. The assessment of NPS image characteristics of this study were to that could be used efficiently of the MRI and to present the quantitative evaluation methods and image noise characteristics of 3.0T MRI.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.