• Title/Summary/Keyword: display screen

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열처리에 따른 ITO 박막의 전기적 광학적 특성

  • 이재형;박용관;신재혁;신성호;박광자;이주성
    • Proceedings of the Korean Vacuum Society Conference
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    • 2000.02a
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    • pp.72-72
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    • 2000
  • ITO(Indium-Tin-Oxide)는 n-type 전도 특성을 갖는 산화물 반도체로서 가시광 영역에서의 높은 광투과율 및 낮은 전기 비저항을 나타내기 때문에 태양전지, 액정디스플레이(liquid crystal display), 터치스크린(touch screen) 등의 투명전극 재료, 전계 발광(electroluminescent) 소자, 표면발열체, 열반사 재료 등 다양한 분야에 응용되고 있다. 본 연구에서는 타겟 제작에 드는 비용을 줄이고, 타겟 이용의 효율성을 높이기 위해 기존의 세라믹 타겟 대신 분말 타겟을 사용하여 유리 기판 상에 ITO 박막을 DC magnetron sputtering법에 의해 제조하고, 열처리 온도 및 열처리 분위기에 따른 ITO 박막의 전기적 광학적 특성을 조사하였다. 열처리 온도가 10$0^{\circ}C$이하인 경우 열처리하지 않은 시편과 동일하게 In2O3의 (411)면에 해당하는 peak가 관찰되었다. 그러나 20$0^{\circ}C$의 온도로 열처리 할 경우 (411)면 peak의 세기는 상대적으로 감소하고 대신 이전에 나타나지 않았던 (222)면에 대응하는 peak 세기가 현저하게 증가함을 알 수 잇다. 이것은 ITO 박막의 경정성장이 열처리 전 (411)면 방향으로 이루어지나 20$0^{\circ}C$의 온도로 열처리 후 재결정화에 의해 (222)면 방향으로의 우선방위를 갖고 성장함을 의미한다. 또한 주로 높은 기판온도에서 관찰되었던 (211), (400), (411), (440), (622)면 등에 해당하는 peak가 나타남을 볼 수 있었다. 열처리 온도를 더욱 증가시킴에 따라 결정구조에는 큰 변화 없이 (222)면 peak 세기가 증가하였다. 한편 열처리 온도를 더욱 증가시킴에 따라 (222)면 peak 세기가 상대적으로 조금 감소할뿐 XRD회절 결과에는 큰 변화를 관찰할 수 없었다. 이러한 결과로부터 기판을 가열하지 않고 증착한 ITO 박막의 재결정화에 필요한 최소의 열처리 온도는 20$0^{\circ}C$이며, 그 이상의 열처리 온도는 ITO박막의 결정구조에 큰 영향을 미치지 않음을 알 수 있었다. 열처리 전 비저항은 1.1$\times$10-1 $\Omega$-cm 의 값을 가지거나 10$0^{\circ}C$의 온도로 열처리함에 따라 9.8$\times$102$\Omega$-cm 로 약간 감소하였다. 열처리 온도를 20$0^{\circ}C$로 높임에 따라 비저항은 급격히 감소하여 1.7$\times$10-3$\Omega$-cm의 최소값을 나타내었다. 열처리 온도가 10$0^{\circ}C$인 경우 가시광 영역에서의 광투과율은 열처리하지 않은 시편과 비교해 볼 때 약간 증가하였다. 열처리 온도는 20$0^{\circ}C$로 증가시킴에 따라 투과율은 크게 향상되어 흡수단 이상의 파장영역에서 90% 이상의 투과율을 나타내었다. 이러한 광투과율의 향상은 앞서 증착된 ITO 박막이 열처리 중 재결합에 의해 우선 성장 방위가 (411)면 방향에서 (222)면 방향으로 변화되었기 때문으로 생각된다. 그러나 열처리 온도를 20$0^{\circ}C$이상으로 증가시켜도 광투과율은 큰 변화를 나타내지 않았다.

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Development and Usability of a Cognitive Rehabilitation System Based on a Tangible Object for the Elderly (고령자를 위한 실감객체기반 인지재활 시스템의 개발과 사용성 연구)

  • Park, Sangmi;Won, Kyung-A;Shin, Yun-Chan;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.8 no.1
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    • pp.51-62
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    • 2019
  • Objective: To develop and verify the usability of a cognitive rehabilitation system with diverse cognitive functional levels based on tangible objects for the elderly population. Methods: A study was conducted to investigate the system's strengths and weaknesses by upgrading it with responses from two groups of 15 patients and 4 occupational therapists. After undergoing three forms of training - regarding executive function, memory, and concentration for a total of 20-30 min, the participants were asked to answer a structured questionnaire about contents of the three forms of training, hardware including the tablet PC functioning as a CPU and display media and tangible objects, and satisfaction of experiential usage of the system. Results: Both groups responded that the most interesting training area was executive function while the least interesting was concentration. Six participants reported that the size of the screen of the tablet PC was inappropriate, and five responded that the size of the tool was inappropriate. All therapists and 40% of the patients responded that they were satisfied with this system. Conclusion: This system's features include easy manipulation of tangible tools for performing training tasks, easy selection of and training in cognitive areas based on users' needs, and automatic adjustment of difficulty level based on users' performance. The training environment was designed to be similar to the natural environment by using tangible objects in both hands as input devices for the system, and the system was considered as an alternative to the lack of community cognitive rehabilitation specialists.

Personalized Cooling Management System with Thermal Imaging Camera (열화상 카메라를 적용한 개인 맞춤형 냉각관리 시스템)

  • Lee, Young-Ji;Lee, Joo-Hyun;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.25 no.4
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    • pp.782-785
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    • 2021
  • In this paper, we propose a personalized cooling management system with thermal imaging camera. The proposed equipment uses a thermal imaging camera to control the amount of cold air and the system according to the difference between the user's skin temperature before and after the procedure. When the skin temperature is abnormally low, the cold air supply is cut off to prevent the possibility of a safety accident. It is economical by replacing the skin temperature sensor with a thermal imaging camera temperature measurement, and it can be visualized because the temperature can be checked with the thermal image. In addition, the proposed equipment improves the sensitivity of the sensor that measures the distance to the skin by calculating the focal length by using a dual laser pointer for the safety of a personalized cooling management system to which a thermal imaging camera is applied. In order to evaluate the performance of the proposed equipment, it was tested in an externally accredited testing institute. The first measured temperature range was -100℃~-160℃, indicating a wider temperature range than -150~-160℃(cryo generation/USA), which is the highest level currently used in the field. In addition, the error was measured to be ±3.2%~±3.5%, which showed better results than ±5%(CRYOTOP/China), which is the highest level currently used in the field. The second measured distance accuracy was measured as below ±4.0%, which was superior to ±5%(CRYOTOP/China), which is the highest level currently used in the field. Third, the nitrogen consumption was confirmed to be less than 0.15 L/min at the maximum, which was superior to the highest level of 6 L/min(POLAR BEAR/USA) currently used in the field. Therefore, it was determined that the performance of the personalized cooling management system applied with the thermal imaging camera proposed in this paper was excellent.

A of Radiation Field with a Developed EPID

  • Y.H. Ji;Lee, D.H.;Lee, D.H.;Y.K. Oh;Kim, Y.J.;C.K. Cho;Kim, M.S.;H.J. Yoo;K.M. Yang
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2003.09a
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    • pp.67-67
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    • 2003
  • It is crucial to minimize setup errors of a cancer treatment machine using a high energy and to perform precise radiation therapy. Usually, port film has been used for verifying errors. The Korea Cancer Center Hospital (KCCH) has manufactured digital electronic portal imaging device (EPID) system to verify treatment machine errors as a Quality Assurance (Q.A) tool. This EPID was consisted of a metal/fluorescent screen, 45$^{\circ}$ mirror, a camera and an image grabber and could display the portal image with near real time KIRAMS has also made the acrylic phantom that has lead line of 1mm width for ligh/radiation field congruence verification and reference points phantom for using as an isocenter on portal image. We acquired portal images of 10$\times$10cm field size with this phantom by EPID and portal film rotating treatment head by 0.3$^{\circ}$, 0.6$^{\circ}$ and 0.9$^{\circ}$. To check field size, we acquired portal images with 18$\times$18cm, 19$\times$19cm and 20$\times$20cm field size with collimator angle 0$^{\circ}$ and 0.5$^{\circ}$ individually. We have performed Flatness comparison by displaying the line intensity from EPID and film images. The 0.6$^{\circ}$ shift of collimator angle was easily observed by edge detection of irradiated field size on EPID image. To the extent of one pixel (0.76mm) difference could be detected. We also have measured field size by finding optimal threshold value, finding isocenter, finding field edge and gauging distance between isocenter and edge. This EPID system could be used as a Q.A tool for checking field size, light/radiation congruence and flatness with a developed video based EPID.

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A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Cartoon Criticism; The subject and the gaze based on Lacan' s theory otherness of vision : focusing on KUBRICK of Kang, Do-Ha (라캉의 시각의 타자성(대상 a)에 근거한 만화비평으로서의 주체와 응시 : 강도하의 큐브릭을 중심으로)

  • Yang, Seung-Kyu
    • Cartoon and Animation Studies
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    • s.26
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    • pp.79-108
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    • 2012
  • This thesis is on the purpose of seeking for the possibility of a mechanism in interpreting, analyzing and criticizing cartoons which are applied to the concept of "the gaze" based on "the otherness of vision", which states a pluralistic visual world. It proves that cartoons are in line with other art works that are the subject to "lack and desire"; the gaze, greets reality and acts as an important criterion of analyzing and criticizing the trend in contemporary art, in which the cartoon expresses the gaze in harmony within its work of art. In this thesis, the artist, Kang Doh-ha structuralized ambiguous and difficult forms of art as he has cumulated experimental minds by working in an indie cartoon plane for a long period of time. Among his works of art, he identified the "invisible world" through his piece "Kubrik". Therefore, he represented: a metaphor and a metonymy, an ambiguously situational expression, an intentional and emotional error, the structure of individuality and integration, and finally tension beyond its meaning through use of 'the gaze' that is both the cause and the subject of a desire in the visible world which Lacan academized when he interpreted and analyzed "Kubrik". The concept of the gaze can be used in a variety of ways to display one another's presence in relation each character, revealing a spot of lack by staring back at readers or audiences and furthermore, to analyze and criticize the hidden side of the art piece by critics. The most important details are the artist's gaze, which is seen in the eyes of the analysis and also his or her criticism of the cartoon, which functions as a metaphoric screen in which the subject himself or herself betrays the law of desires thus enabling the violent and cruel reality to be masked and indulged in plays. This will serve as an element that will lead into an art as well as control the degradation to just a piece of enjoyment with the cartoon remaining only within the visual world.

The Way of Connecting to Tradition through Content (콘텐츠를 통해 전통을 잇는 방식 - 단원미술관 전시사례를 중심으로)

  • Kim, Sangmi
    • Trans-
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    • v.9
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    • pp.17-36
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    • 2020
  • This study is aimed at discussing the possibility of content production, utilization and expansion, focusing on the exhibition case of Danwon Art Museum run by Ansan Cultural Foundation. In 1991, the Ministry of Culture, Sports and Tourism named Ansan as the City of Danwon since it is believed to be the hometown of Danwon Kim Hong-do (1745~?), a painter of the late Joseon Dynasty and a well-known master of genre painting. As a result, Ansan is making various efforts to utilize Danwon Kim Hong-do for its unique resource through internal and external business such as the creation of Danwon Sculpture Park, the operation of Danwon Art Museum, and the planning of Danwon Kim Hong-do Festival. However, the biggest problem with Ansan is that there are not many collections of Kim Hong-do. Ansan has owned a total of six works as of May this year: a deer and a boy, flowers and a bird, A view of clouds on the water, Daegwallyeong, Yeodongbin, A way to Singwangsa. Accordingly, Danwon Contents Center has set up a vision to systematically collect, preserve, and display various visual and artistic materials related to Kim Hong-do, offering high-quality information based on digital data. In other words, it is a complex cultural information agency of One-Source Multi-Use, which combines the functions of libraries, archives and art galleries so that visitors' desire is satisfied. It reflects the contemporary trend of overcoming the limitations of the ancient paintings and satisfying the role and function of the art museum. From the opening of the Danwon Contents Hall, the original work of Kim Hong-do has been interpreted and produced as media contents or recreated as a new form of art by modern artists. Exhibition using technologies such as touch screen and 'deep zoom' helps visitors to heighten their experience of the archives and get inside the world of the genius painter.

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