• Title/Summary/Keyword: 컴퓨터디스플레이

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A Design of Framework for Thin-Client by using X Protocol based Application (X 프로토콜 기반의 애플리케이션을 통한 씬-클라이언트 프레임워크 설계)

  • Song, Min-Gyu
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.509-520
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    • 2009
  • The advancement of network & application technology causes a major change for the use of IT(Information Technology) equipment, including computer and mobile system. In the process from beginning with main frame in the 1960s and 70's, through the server-client paradigm in the 1980s and toward the development of network computer since 90's, computer systems are now evolutioning from isolated physical system to complementary network based virtual system[1][2]. In network based computer system, application and data required for operation are stored at not client as local system, but at server[1]. User can use application & data on a server as if those are on a local client, and a client is now toward a developing thin and network friendly system. In this paper, we discuss possible ways for the efficient implementation of thin-client. For the use of remote application & data as if in local environment, we make use of X protocol. Unlike formal simple Client - Server paradigm, we design a Proxy for middle-tier server for the improvement of QoS and session persistence. X server, Xvfb(X virtual frame buffer) are implemented on thin client and Server, respectively and we applied XSMP(X Session Management Protocol) to our framework for session management. In the end, beyond simple transfer of server display, we suggest thin client framework for the transfter of remote server application over internet.

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Industrialization of Augmented Reality Contents : Focusing on the 21st Century's Films and Augmented Reality Arts (증강현실 콘텐츠의 산업화 : 21세기 영화와 증강현실 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.347-374
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    • 2014
  • The aim of this article is to consider the future of industrialization of Augmented Reality contents focusing on cinematic imagination of films that used Augmented Reality techniques and artistic imagination of Augmented Reality Arts in the 21st century. The film showing future technology through cinematic imagination plays an role in the presentation of future vision important. Augmented Reality Arts show the big picture of future arts, future aspect of society, and future culture by using technically possible present technology. I classified the researched films according to Augmented Reality technique. It is expected that Gesture Recognition will develop with transparent display device techniques, Hologram techniques will be changed into individualized communication styles, Biometrics will be able to evolve into multi-Biometrics, and Wearable Computer will develop in the aspect of physical body augmentation and then industrialize. In Augmented Reality Arts, it seems that the various utilization of avatar will be related to Hologram, the utilization of the physiological phenomenon of the human body will be related to Biometrics, the mixture of reality and virtual reality will utilize display devices through Gesture Recognition, and a new experiment of HMD(Head-Mounted Display) will industrialize with the diversification of Wearable Computer. Augmented Reality contents created through the imagination and representation in the films and arts take a role in helping human life, and, at the same time, show the future image industrialized in the way of combination between human and environment without a medium.

A Study on the Development of Backlight Surface Defect Inspection System using Computer Vision (컴퓨터비젼을 이용한 백라이트 표면결함 검사시스템 개발에 관한 연구)

  • Cho, Young-Chang;Choi, Byung-Jin;Yoon, Jeong-Oh
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.3
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    • pp.116-123
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    • 2007
  • Despite the number of backlight manufacturer is increased as the market of flat panel display equipments and related development devices is enlarged, the inspection based on the human eye is still used in many backlight production lines. The defects such as particle, spot and scratch on the light emitting surface of the backlight prevent the LCD device from displaying the colors correctly. From that manual inspection it is difficult to maintain the quality of backlight consistently because the accuracy and the speed of the inspection may change with the physical condition of the operater. In this paper we studied on the development of automatic backlight surface defect inspection system. For this, we made up of the computer vision system and we developed the main program with various user interfaces to operate the inspection system effectively. And we developed the image processing module to extract the defect information. Furthermore, we presented the labeling process to reconstruct defect regions using the labeling table and the defect index. From the experimental results, we found that our system can detect all defect regions identified from human eye and it is sufficient to substitute for the conventional surface inspection.

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360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

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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Decontamination of Mercury Contained in CCFLs (Cold Cathode Fluorescence Light) Disassembled from Waste LCDs (Liquid Crystal Display) (폐 LCD (Liquid Crystal Display) 해체 후 분리된 CCFL (Cold Cathode Fluorescence Light) 내 수은의 건식 제거 공정)

  • Park, Jae Layng;Lee, Sungkyu;Kang, Leeseung;Lee, Chan Gi;Cho, Sung-Su;Hong, Myung Hwan;Hong, Hyun Seon
    • Resources Recycling
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    • v.23 no.2
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    • pp.61-70
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    • 2014
  • LCD televisions and monitors use cold cathode fluorescence lamps (CCFLs) to illuminate the screen. Most CCFLs contain mercury and they have to be carefully handled at the end of their lives as per minimum treatment standards under the Waste Electrical and Electronic Equipment (WEEE) and Restriction of Hazardous Substances (RoHS) directives. CCFLs were carefully separated from mold frames of waste LCD units for primary decontamination of mercury/fluorescent compound mixture using CCFL decontamination system designed and fabricated in the present research. Residual mercury was further removed by employing a pyro-process, where crushed CCFL tubes transferred from primary decontamination process were subject to heat treatment at $550^{\circ}C$ in a box furnace: more than 99% of mercury was removable from waste CCFLs.

A Study on Image Acquisition and Usage Trace Analysis of Stick-PC (Stick-PC의 이미지 수집 및 사용흔적 분석에 대한 연구)

  • Lee, Han Hyoung;Bang, Seung Gyu;Baek, Hyun Woo;Jeong, Doo Won;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.7
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    • pp.307-314
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    • 2017
  • Stick-PC is small and portable, So it can be used like a desktop if you connect it to a display device such as a monitor or TV anytime and anywhere. Accordingly, Stick-PC can related to various crimes, and various evidence may remain. Stick-PC uses the same Windows version of the operating system as the regular Desktop, the artifacts to be analyzed are the same. However, unlike the Desktop, it can be used as a meaningful information for forensic investigation if it is possible to identify the actual user and trace the usage by finding the traces of peripheral devices before analyzing the system due to the mobility. In this paper, We presents a method of collecting images using Bootable OS, which is one of the image collection methods of Stick-PC. In addition, we show how to analyze the trace of peripheral connection and network connection trace such as Display, Bluetooth through the registry and event log, and suggest the application method from the forensic point of view through experimental scenario.

Impedance Characteristics of 3 Layered Green Fluorescent OLED (3층 구조 녹색 형광 OLED의 임피던스 특성)

  • Gong, Do-Hun;Im, Ji-Hyeon;Choe, Seong-U;Park, Yun-Su;Lee, Gwan-Hyeong;Ju, Seong-Hu
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2016.11a
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    • pp.140-140
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    • 2016
  • 유기전계발광소자 (Organic Light Emitting Diode : OLED)는 보조광원이 필요 없고 천연색 표현이 가능하며, 낮은 소비 전력 및 저전압 구동 등의 장점으로 이상적인 디스플레이 구현이 가능하여 차세대 디스플레이로써 많은 이목을 끌고 있으나 제한된 수명과 안정성의 문제점을 안고 있다. 따라서 OLED의 열화 원인을 분석하고 수명을 연장하기 위한 체계적인 방법과 기술 개발이 중요하다. Impedance Spectroscopy는 이온, 반도체, 절연체 등의 벌크 또는 계면 영역의 전하 이동을 조사하는데 사용될 수 있어, OLED에서도 Impedance Spectroscopy를 이용하여 전하수송과 전자주입 메커니즘 등 폭넓은 전기적 정보를 얻을 수 있다. 본 연구에서는 Impedance Spectroscopy를 이용하여 경과시간에 따른 OLED의 임피던스 특성을 측정하여 열화 메커니즘을 분석하였다. 본 연구에서 OLED는 ITO / 2-TNATA (4,4,4-tris2-naphthylphenyl-aminotriphenylamine) / NPB (N,N'-bis-(1-naphyl)-N, N'-diphenyl-1,1'- biphenyl-4,4'-diamine) / Alq3 (tris(quinolin-8-olato) aluminum) / Liq / Al으로 구성된 녹색 형광 OLED를 제작하였다. OLED의 전계 발광 특성을 측정하기 위한 전원 인가장치로 Keithley 2400을 사용하여 전압과 전류를 인가하였고, 소자에서 발광된 휘도 및 발광 스펙트럼은 Photo Research사의 PR-650 Spectrascan을 사용하여 암실 환경에서 측정하였다. 임피던스 스펙트럼은 컴퓨터 제어 프로그래밍이 가능한 KEYSIGHT사의 E4990A를 사용하여 측정하였다. 임피던스 측정 전압은 0 V부터 2 V 간격으로 8 V까지, 주파수는 20 Hz에서 2 kHz의 범위로 설정하여 측정하였다. I-V-L과 임피던스 특성은 24 시간의 간격을 두고 실온에서 측정하였다. 그림은 경과시간에 따른 녹색 형광 OLED의 인가전압 2 V, 6 V의 Cole-Cole plot을 나타낸 것이다. 문턱전압 미만인 인가전압 2 V에서는 소자를 통하여 전류가 흐르지 않아 큰 반원 형태를 나타내었고, 시간이 경과함에 따라 소자 제작 직후엔 실수 임피던스의 최댓값이 $8982.6{\Omega}$에서 480 시간 경과 후엔 $9840{\Omega}$으로 약간 증가하였다. 문턱전압 이상인 인가전압 6 V에서는 소자 제작 직후 실수 임피던스의 최댓값이 $108.2{\Omega}$으로 작은 반원 형태를 나타내나 시간이 경과함에 따라 방사형으로 증가하는 것을 확인 할 수 있었고, 672 시간 경과 후엔 실수 임피던스의 최댓값이 $9126.9{\Omega}$으로 문턱 전압 미만 일 때와 유사한 결과를 나타내었다. 이러한 임피던스의 증가 현상은 시간이 경과함에 따라 OLED의 열화에 의한 것으로 판단된다.

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Implementation of Efficient Mobile Monitoring System of the GreenHouse Environment Data (온실 환경 데이터의 효과적인 모바일 모니터링 시스템 구현)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.3
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    • pp.572-579
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    • 2009
  • A monitoring system needs many parameters to increase devices for monitoring data and to support various services. In particular, monitoring the status of a device in a wireless mobile environment has a difficulty in displaying multi data in a limited screen size, and transfer of the status data of a device into a network is largely related with network traffic. The research aims at designing a control board that collects data in order to effectively manage a greenhouse environment system. Also, the research tries to appropriately operate devices, environment data monitoring, and the control of each device by realizing a multiplexed interface based on a web. Thus, in the case in which a distributed client was a computer, monitoring and control were obtained with a web browser through the Lab VIEW web server of a server or local control module in order to effectively monitor and control according to the status of a user. In the case in which a client was a PDA, application of a wireless mobile considering the scale and data processing capacity of a displayer was connected. As a result of the research, we could confirm a satisfactory outcome from the viewpoint of a human-centered design by supplying adaptability and mobility according to the environment of a user.

A Study on Extraction of text region using shape analysis of text in natural scene image (자연영상에서 문자의 형태 분석을 이용한 문자영역 추출에 관한 연구)

  • Yang, Jae-Ho;Han, Hyun-Ho;Kim, Ki-Bong;Lee, Sang-Hun
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.61-68
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    • 2018
  • In this paper, we propose a method of character detection by analyzing image enhancement and character type to detect characters in natural images that can be acquired in everyday life. The proposed method emphasizes the boundaries of the object part using the unsharp mask in order to improve the detection rate of the area to be recognized as a character in a natural image. By using the boundary of the enhanced object, the character candidate region of the image is detected using Maximal Stable Extermal Regions (MSER). In order to detect the region to be judged as a real character in the detected character candidate region, the shape of each region is analyzed and the non-character region other than the region having the character characteristic is removed to increase the detection rate of the actual character region. In order to compare the objective test of this paper, we compare the detection rate and the accuracy of the character region with the existing methods. Experimental results show that the proposed method improves the detection rate and accuracy of the character region over the existing character detection method.