• Title/Summary/Keyword: information display

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An 8b 240 MS/s 1.36 ㎟ 104 mW 0.18 um CMOS ADC for High-Performance Display Applications (고성능 디스플레이 응용을 위한 8b 240 MS/s 1.36 ㎟ 104 mW 0.18 um CMOS ADC)

  • In Kyung-Hoon;Kim Se-Won;Cho Young-Jae;Moon Kyoung-Jun;Jee Yong;Lee Seung-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.1
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    • pp.47-55
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    • 2005
  • This work describes an 8b 240 MS/s CMOS ADC as one of embedded core cells for high-performance displays requiring low power and small size at high speed. The proposed ADC uses externally connected pins only for analog inputs, digital outputs, and supplies. The ADC employs (1) a two-step pipelined architecture to optimize power and chip size at the target sampling frequency of 240 MHz, (2) advanced bootstrapping techniques to achieve high signal bandwidth in the input SHA, and (3) RC filter-based on-chip I/V references to improve noise performance with a power-off function added for portable applications. The prototype ADC is implemented in a 0.18 um CMOS and simultaneously integrated in a DVD system with dual-mode inputs. The measured DNL and INL are within 0.49 LSB and 0.69 LSB, respectively. The prototype ADC shows the SFDR of 53 dB for a 10 MHz input sinewave at 240 MS/s while maintaining the SNDR exceeding 38 dB and the SFDR exceeding 50 dB for input frequencies up to the Nyquist frequency at 240 MS/s. The ADC consumes, 104 mW at 240 MS/s and the active die area is 1.36 ㎟.

Color Reproduction in Television Receiver Based on Chromatic Adaptation of Human Visual System (시각계 색 순응을 고려한 텔레비전 수상기에서의 색 재현)

  • Choi, Duk-Kyu;Han, Chan-Ho;Lee, Kuhn-Il;Sohng, Kyu-Ik
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.11
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    • pp.133-143
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    • 1998
  • The viewers primarily watch a television under the surround light source of an incandescent or a fluorescent light. When human visual system has been adapted chromtically under the different surround light, the same chromaticities elicit quite different color appearnaces. Therefore, the corresponding color reproduction is the most suitable objective of a color television system. In this paper, an efficient corresponding color reproduction method based on the chromatic adaptation of human visual system is proposed in which colors in the display have the same appearance as the colors in the original would have had if they had been illuminated by standard illuminant ($D_{65}$). The chromaticities that appeared neutral in human visual system were determined by the Hunt's experimental results of the color adaptation in picture viewing situations and the corresponding chromaticity coordinates of stimuli in chromatic adaptation were obtained by the Bartleson's theory. Also, the corresponding color reproduction is realized by changing the phase and the gain of the demodulation axes in television receiver. Experimental results show that the proposed corresponding color displayed on the television is better than that of the conventional colorimetric color reproduction under the surround light sources.

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A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.6
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    • pp.354-362
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    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.

A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

A Scheme that Transcodes from Dynamic Object of PC Web Page to Mobile Web Contents with DOM (DOM을 이용하여 PC 웹 페이지의 다이나믹 오브젝트를 모바일 웹 컨텐츠로 변환하는 기법)

  • Kim, Jong-Keun;Ko, Hee-Ae;Sim, Kun-Ho;Kang, Eui-Sun;Lim, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.648-653
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    • 2008
  • With development of mobile communications terminal and expansion of mobile Internet, a large number of users can use mobile web contents at anytime and anywhere and will demand service of greater contents. Due to such demand, many studies are being carried out on transcoding contents so that wired web contents can be used in mobile web. However, transcoding and creation of mobile web contents involve difficulties because specifications available from telecommunications companies and mobile terminals have not been standardized. Especially, in order for serving dynamic object of wired web page contents to dynamically change according to time or user, it is required not only to program scripts to suit each terminal, but also to transcode the resources used in advance. For solution to this problem, this study uses the hierarchy structure of DOM (document object model) to display structural characteristics of wired web page. In other words, this study proposes the following technique Wired web pages are analyzed and the results are established as data structure. Then, dynamic object is extracted and the domain is indexed so that, when serving mobile web page, information can be extracted at the indexed position to create mobile web contents for service on real-time basis.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Ergonomic Evaluation of a Forearm Supporter for a Mouse (마우스 사용시 전완지지대의 인간공학적 평가)

  • Bae Dong Cheol;Chang Seong Rok;Jung Jae Hoon;Jin Sang Eun
    • Journal of the Korean Society of Safety
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    • v.20 no.2 s.70
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    • pp.169-174
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    • 2005
  • Traditionally, keyboards have been one of the most frequently used input devices for information processing using computers. As most computers adopt the Microsoft Windows for their operating system however, the usage of mouse has recently increased to a great extent. Moreover, the mouse has been used as the leading input device in such areas as industrial design and computer aided design. Excessive uses of mouse may cause a severe pain and fatigue on neck and upper limb due to the intensive and repetitive use of corresponding muscles, which renders a decline in efficiency and leads to musculoskeletal disorders. The main purpose of this study is to find the best working conditions to prevent musculoskeletal disorders when using mouse in a neutral posture. Utilizing electromyogram amplitude and Borg's scale, the role change and strength imposed on the muscles were measured and analyzed with and without the forearm support concerned. Also investigated were the effects of changes in elbow forearm supporter.

Immersive Visualization of Casting Solidification by Mapping Geometric Model to Reconstructed Model of Numerical Simulation Result (주물 응고 수치해석 복원모델의 설계모델 매핑을 통한 몰입형 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Rhee, Seon-Min;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.15A no.3
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    • pp.141-149
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    • 2008
  • In this research we present a novel method which combines and visualizes the design model and the FDM-based simulation result of solidification. Moreover we employ VR displays and visualize stereoscopic images to provide an effective analysis environment. First we reconstruct the solidification simulation result to a rectangular mesh model using a conventional simulation software. Then each point color of the reconstructed model represents a temperature value of its position. Next we map the two models by finding the nearest point of the reconstructed model for each point of the design model and then assign the point color of the design model as that of the reconstructed model. Before this mapping we apply mesh subdivision because the design model is composed of minimum number of points and that makes the point distribution of the design model not uniform compared with the reconstructed model. In this process the original shape is preserved in the manner that points are added to the mesh edge which length is longer than a predefined threshold value. The implemented system visualizes the solidification simulation data on the design model, which allows the user to understand the object geometry precisely. The immersive and realistic working environment constructed with use of VR display can support the user to discover the defect occurrence faster and more effectively.

Ferroelectric and Magnetic Properties of Dy and Co Co-Doped $BiFeO_3 $ Ceramics

  • Yu, Yeong-Jun;Park, Jeong-Su;Lee, Ju-Yeol;Gang, Ji-Hun;Lee, Gwang-Hun;Lee, Bo-Hwa;Kim, Gi-Won;Lee, Yeong-Baek
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.260-260
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    • 2013
  • Multiferroic materials have attracted much attention due to their fascinating fundamental physical properties and technological applications in magnetic/ferroelectric data-storage systems, quantum electromagnets, spintronics, and sensor devices. Among single-phase multiferroic materials, $BiFeO_3 $ is a typical multiferroic material with a room temperature magnetoelectric coupling in view of high magnetic-and ferroelectric-ordering temperatures (Neel temperature $T_N$~647 K and Curie temperature $T_C$~1,103 K). Rare-earth ion substitution at the Bi sties is very interesting, which induces suppressed volatility of Bi ion and improved ferroelectric properties. At the same time, Fe-site substitution with magnetic ions is also attracting, and the enhanced ferromagnetism was reported. In this study, $Bi_{1-x}Dy_xFe_{0.95}Co_{0.05}O_3$ (x=0, 0.05 and 0.1) bulk ceramic compounds were prepared by solid-state reaction and rapid sintering. High-purity $Bi_2O_3$, $Dy_2O_3$, $Fe_2O_3$ and $Co_3O_4$ powders with the stoichiometric proportions were mixed, and calcined at $500^{\circ}C$ or 24 h to produce $Bi_{1-x}Dy_xFe_{0.95}Co_{0.05}O_3$. The samples were immediately put into an oven, which was heated up to $800^{\circ}C$ nd sintered in air for 30 min. The crystalline structure of samples was investigated at room temperature by using a Rigaku Miniflex powder diffractometer. The field-dependent magnetization measurements were performed with a vibrating-sample magnetometer. The electric polarization was measured at room temperature by using a standard ferroelectric tester (RT66B, Radiant Technologies).

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Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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