• Title/Summary/Keyword: 멀티 인터페이스

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

A Cluster-Based Channel Assignment Algorithm for IEEE 802.11b/g Wireless Mesh Networks (IEEE 802.11b/g 무선 메쉬 네트워크를 위한 클러스터 기반 채널 할당 알고리즘)

  • Cha, Si-Ho;Ryu, Min-Woo;Cho, Kuk-Hyun;Jo, Min-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.4
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    • pp.87-93
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    • 2009
  • Wireless mesh networks (WMNs) are emerging technologies that provide ubiquitous environments and wireless broadband access. The aggregate capacity of WMNs can be improved by minimizing the effect of channel interference. The IEEE 802.11b/g standard which is mainly used for the network interface technology in WMNs provides 3 multiple channels. We must consider the channel scanning delay and the channel dependency problem to effectively assign channels in like these multi-channel WMNs. This paper proposes a cluster-based channel assignment (CB-CA) algorithm for multi-channel WMNs to solve such problems. The CB-CA does not perform the channel scanning and the channel switching through assigning co-channel to the inter-cluster head (CH) links. In the CB-CA, the communication between the CH and cluster member (CM) nodes uses a channel has no effect on channels being used by the inter-CH links. Therefore, the CB-CA can minimize the interference within multi-channel environments. Our simulation results show that CB-CA can improve the performance of WMNs.

Development of System for Calculating Carbon Storage Amount of Roadside Tree Using Mobile Mapping System (멀티센서 융합 측위 시스템을 이용한 가로수 탄소저장량 산정 시스템 개발)

  • Kim, Jeong-Seob;Yang, Keum-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.536-543
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    • 2017
  • This study developed a new methodology to evaluate the carbon storage using a Mobile Mapping System according to the life cycle of street trees. The system for calculating the carbon storage of a roadside tree using the MMS developed in this study consisted of a database, memory, processor, user interface, and communication module. The carbon storage was calculated for 261 trees in the Cheonan-Asan New Town (distance: 2.1 km, area: $283,698m^2$). The average biomass and carbon storage of Metasequoia glyptostroboides were highest at 34.5 kg and 17.3 kg C and Chionanthus retusa were lowest at 19.5 kg and 9.8 kg C, respectively. The total biomass and total carbon storage of Ginkgo biloba were highest at 5028.8 kg and 17.3 kg C and Chionanthus retusa were lowest at 780.7 kg and 390.3 kg C, respectively. Based on the roadside tree database, the amount of carbon storage in a given area was converted to Google format and visualized in 3D by GIS analysis.

Software Architecture of IEEE1394 Based Home Network for Guaranteeing Real-Time Characteristics of Isochronous Service and Event (IEEE1394 기반의 홈 네트웍에서 이벤트와 등시성 서비스의 실시간성 보장을 위한 소프트웨어 구조)

  • Park, Dong-Hwan;O, Bong-Jin;Gang, Sun-Ju
    • The KIPS Transactions:PartA
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    • v.9A no.2
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    • pp.181-190
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    • 2002
  • IEEE1394 is a de facto standard for the home network interfaces of digital multimedia home devices including digital A/V systems, digital camcorders, and PCs. Recently, it has been used in applications to guarantee the real-time characteristics such as home automation system and IICP (Instrument and Industrial Control Protocol). In order to guarantee real-time requirements in these IEEE1394-based real-time applications, this thesis proposes the software architecture of an IEEE1394 based home network that supports the guarantee for service's react-time characteristics. The proposed architecture has a real-time IEEE1394 device driver and event service architecture for guarantee real-time characteristics. The real-time device driver supports priority-based queueing of packets and mechanism to reduce the interrupt latency time in ISR. The event service architecture supports a real-time events delivery based on home network service using real-time event channel. This architecture can accommodate the real-time requirements of various applications and services such as digital multimedia services with QoS guarantees. home automation system required real-tine characteristics.

QoS-Guaranteed IP Mobility Management For Fast Moving Vehicles Using Multiple Tunnels (멀티 터널링을 이용한 고속 차량에서 QoS 보장 IP 이동성 관리 방법)

  • Chun, Seung-Man;Nah, Jae-Wook;Park, Jong-Tae
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.48 no.11
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    • pp.44-52
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    • 2011
  • In this article, we present a QoS-guaranteed IP mobility management scheme of Internet service for fast moving vehicles with multiple wireless network interfaces. The idea of the proposed mechanism consists of two things. One is that new wireless connections are established to available wireless channels whenever the measured data rate at the vehicle equipped with mobile gateway drops below to the required data rate of the user requirement. The other is that parallel distribution packet tunnels between an access router and the mobile gateway are dynamically constructed using multiple wireless network interfaces in order to guarantee the required data rate during the mobile gateway's movement. By doing these methods, the required data rate of the mobile gateway can be preserved while eliminating the possible delay and packet loss during handover operation, thus resulting in the guaranteed QoS. The architecture of the IETF standard HMIPv6 has been extended to realize the proposed scheme, and detailed algorithms for the extension of HMIPv6 has been designed. Finally, simulation has been done for performance evaluation, and the simulation results show that the proposed mechanism demonstrates guaranteed QoS during the handover with regard to the handover delay, packet loss and throughput.

CoRapport: Proactive Display Application Supporting Presentation of Various Social Web Contents in Physical Spaces (CoRapport: 실세계에서 다양한 소셜 웹 콘텐츠 표현을 지원하는 능동형 디스플레이 애플리케이션)

  • Lee, Tae-Ho;Lee, Myung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.127-139
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    • 2010
  • The concept of Web 2.0, which means that internet users are producers and also consumers is evolved according to the development of web service technology. In the Web 2.0 space, the enormous amount of web contents are produced using many social web services. Proactive display system supports various types of users's web contents. Unfortunately, private web contents sharing facility is imperfect to date. In this paper, we develop a proactive display application which identifies people, displaying their social contents such as blogs and open cafes through wide display devices or multi-media players in physical spaces. For this, we develop a social contents presentation server where users can register their profiles and information on the social contents to be shared through the developed application. Also, we develop a social contents presentation client that proactively identifies the user in close proximity and displays the user's social contents through an intuitive user interface in physical spaces. In addition, we develop an on-the-spot feedback service which supports posting various types of replies and an on-the-spot scrap service which specifies direct sharing of the contents through the intuitive user interface.

Development of a New Automatic Image Quality Optimization System for Mobile TFT-LCD Applications (모바일 TFT-LCD 응용을 위한 새로운 형태의 자동화질 최적화 시스템 개발)

  • Ryu, Jee-Youl;Noh, Seok-Ho
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.1
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    • pp.17-28
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    • 2010
  • This paper presents a new automatic TFT-LCD image quality optimization system using DSP for the first time. Since conventional manual method depends on experiences of LCD module developers, it is highly labor-intensive and requires several correction steps providing large gamma correction error. The proposed system optimizes automatically gamma adjustment and power setting registers in mobile TFT-LCD driver IC to reduce gamma correction error, adjusting time, and flicker. It contains module-under-test (MUT, TFT-LCD module), PC installed with program, multimedia display tester for measuring luminance and flicker, and control board for interface between PC and TFT-LCD module. We have developed a new algorithm using 6-point programmable matching technique with reference gamma curve and applying automatic power setting sequence. Developed algorithm and program are generally applicable for most of the TFT-LCD modules. It is realized to calibrate gamma values of 1.8, 2.0, 2.2 and 3.0, and reduce flicker level. The control board is designed with DSP and FPGA, and it supports various interfaces such as RGB and CPU. Developed automatic image quality optimization system showed significantly reduced gamma adjusting time, reduced flicker, and much less average gamma error than conventional manual method. We believe that the proposed system is very useful to provide high-quality TFT-LCD and to improve developing process using optimized gamma-curve setting and automatic power setting.

Auditory User Interface Guideline Development for Industrial Sound Design: focused on Function Preference and Sexual Difference (제조업 사운드 디자인을 위한 청각적 사용자 인터페이스 가이드라인 설계: 기능 선호도 및 성별 차이를 중심으로)

  • Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.193-202
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    • 2017
  • With the growth of Chinese manufacturing industry and strengthening of manufacturing industry in advanced countries, the competitiveness of Korean manufacturing industry has become weak. Accordingly, it is time when energy for new growth is required very strongly. This research is the basic research to construct a cognitive and emotional information system to support sound design in manufacturing industry, and aims to develop AUI (Auditory User Interface) guideline. To fulfill research aims, this research conducted interviews to persons belonging to the manufacturing industry, and analyzed contexts and major characteristics related with AUI design. In addition, this research conducted survey on 269 persons on user preference on representative function of products. By analyzing survey data, this research examined the most suitable melody method for each sound, and difference in user preference between men and women. Based on beep sound, it performed analysis focusing on the number of sounds, melody types, and code. It also extracted AUI guidelines usable when users of the product into male and female. This research has significance in the sense that it built the basic guide data which can support AUI design in manufacturing industry.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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