• Title/Summary/Keyword: 플레이공간

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Color decomposition method for multi-primary display using 3D-LUT in linearized LAB space (멀티프라이머리 디스플레이를 위한 3D-LUT 색 신호 분리 방법)

  • Kang Dong-Woo;Cho Yang-Ho;Kim Yun-Tae;Choe Won-Hee;Ha Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.6
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    • pp.9-18
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    • 2005
  • This paper proposes the color decomposition method for multi-primary display (MPD) using a 3-dimensional look-up-table (3D-LUT) in a linearized LAB space. The proposed method decomposes conventional three-primary colors into the multi-primary control values of a display device under constraints of tristimulus match. To reproduce images on the MPD, the color signals should be estimated from a device-independent color space, such as CIEXYZ and CIELAB. In this paper, the linearized LAB space is used due to its linearity and additivity in color conversion. The proposed method constructs the 3-D LUT, which contain gamut boundary information to calculate color signals of the MPD. For the image reproduction, standard RGB or CIEXYZ is transformed to the linearized LAB and then hue and chroma are computed to refer to the 3D-LUT. In the linearlized LAB space, the color signals of a gamut boundary point with the same lightness and hue of an input point are calculated. Also, color signals of a point on gray axis are calculated with the same lightness of an input. With gamut boundary points and input point, color signals of the input points are obtained with the chroma ratio divided by the chroma of the gamut boundary point. Specially, for the hue change, neighboring boundary points are employed. As a result the proposed method guarantees the continuity of color signals and computational efficiency, and requires less amount of memory.

Implementation of Smart Collaboration Environment Framework (지능형 협업 환경 프레임워크 구현)

  • Han, Sang-Woo;Kim, Nam-Gon;Choi, Ki-Ho;Ko, Su-Jin;Bae, Chang-Hyeok;Kim, Jong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.40-51
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    • 2008
  • To realize advanced collaboration environments for knowledge workers distributed geographically, there are extensive researches in ubiquitous computing environments. Especially, to cope with several known problems in traditional collaboration tools such as limited display resolution, uncomfortable shared documentation, difficult operation of collaboration environments, various approaches are attempted in the aspect of framework design. In this paper, we design a framework for collaboration environments covering hardware/software/networking architecture to flexibly coordinate a set of collaboration services and devices considering users' expectation and node capabilities. Based on the proposed framework, we develop the collaboration environment supporting the interactive networked tiled display enabling media/data sharing via networking, display interaction using pointing/tracking, and high-resolution tiled display. Finally the demonstration of the developed prototype is introduced to prove the possibility of its realization.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Analysis of Identity of Meta Game - A Focus on Games about Games - (메타 게임의 정체성 연구 - 게임에 대한 게임을 중심으로 -)

  • Kim, So-Yeon;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.99-108
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    • 2018
  • With the development of the game industry, 'games about games,' which examine the identity of game itself through a form of the game, emerged with a variety of shapes. Thus, this paper aims to suggest a definition, characteristics, and meaning of 'meta game.' Firstly, meta games strengthen the artificiality of the games and suggest procedurality through a form of the game play. Meta games also utilize the external context as a part of the games, and use the metaphor of 'labyrinth' to identify a feature of the game space. Furthermore, they emphasize intertextuality and prove that the fantasy and the reality can merge within the game world. In conclusion, meta games prove themselves to be independent expressional arts and experimental content, and suggest the potential for an alternative medium beyond formality.

Xibo4u: Digital Signage for Personalized Advertisement (Xibo4u: 개인맞춤형 광고를 지원하는 디지털 사이니지)

  • Lee, Wookun;Kim, Nam-il;Yoon, Eunmin;Jin, Jae-Hwan;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1359-1367
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    • 2015
  • Digital Signage is a service which displays a variety of information or advertizement on digital display connected with communication network in commercial or public places. In this paper, We present a digital signage software solution named Xibo4u providing personalized advertisement. Xibo4u is composed of a server managing category and contents of advertisement, digital displays showing advertisement based on the categories specific to customers, and a smartphone application which enables customers to designate their favorite categories of advertisement. Xibo4u is developed by extending the Xibo open source software.

Level of Length Detail for Representing Virtual Objects' Real Length (가상 객체의 실제 길이 표현을 위한 다중 레벨)

  • Lee, Myeong-Won;Im, Chang-Hyuck;Lee, Yong-Duck
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.25-31
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    • 2007
  • Current computer graphics technology creates and displays virtual objects in a normalized environment. We cannot know or assume the real physical properties of objects related to appearance without textual information. It is also difficult to represent any two objects in relation to each other when the difference between the two objects' size is large because of the limited resolution of the computer display. In order to solve the problem, we define and implement the real length property among the physical properties in virtual environments. We define the concept of LOLD (Level of Length Detail) to represent real-world length for objects in metric units such as millimeter, meter, kilometer, etc.

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The Interactive Virtual Space with Scent Display for Song-Do Tomorrow-City Experience Complex (향 디스플레이가 가능한 송도 Tomorrow-city 체험관의 상호작용 가상공간)

  • Kim, Jeong-Do;Park, Sung-Dae;Lee, Jung-Hwan;Kim, Jung-Ju;Lee, Sang-Goog
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.585-593
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    • 2010
  • Recently, we designed an interactive virtual space for the multi-purpose hall in Songdo Future City, located in Incheon, Korea. The goal of the design is to make a virtual space that is flexible and can be adjusted thanks to its unfixed seats in order to accommodate different and unspecified audience sizes. Virtual images are interactively adjusted according to the distance, position and size of audiences, information about which is detected by 9 photo sensors. To increase the sense of immersion, intensity and reality, we utilized the technology of scent display that can create appropriate scents to match the images on the screen. The intensity and persistence of scents were determined by the size, distance and position of audiences. The virtual image contains background images and reactive images. The background images repeatedly project images of spring, summer, autumn and winter. The reactive images consist of small portraits or pictures or icons that define or characterize the season types, and these are added to the background image according to the distance, position and size of the audiences.

Simulation of Distortion in Image Space due to Observer's Rotation Movement in Stereoscopic Display, and Its Correction (스테레오스코픽 디스플레이에서 관찰자의 회전이동에 따른 영상공간의 왜곡과 왜곡 보정에 대한 전산모사)

  • Kim, Dong-Wook;Lee, Kwang-Hoon;Kim, Sung-Kyu;Chang, Eun-Young
    • Korean Journal of Optics and Photonics
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    • v.20 no.2
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    • pp.87-93
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    • 2009
  • Variation of the observer's viewing position is one of the major causes of image space distortion in the stereoscopic display. Especially, a large image distortion, which is caused by different depth direction positions of the observer's two eyes, is made by the observer's rotation movement in relation to the center of the screen. This is different from distortion of horizontal and depth directional movement of the observer. In this paper, we analyzed distortion of the image space due to the observer's rotation movement and showed the corrected result of distortion through simulation in the stereoscopic display. Finally, we showed that the distortion shape of the observer's rotation movement is different from horizontal and depth directional movement of the observer.

An Application-embedded method to trace OTT viewing patterns on smartphone (스마트폰에서의 OTT(Over The Top)서비스 시청패턴 추적 어플리케이션 설계 : 티빙(tving)을 중심으로)

  • Choi, Sun-Young;Kim, Min-Soo;Kim, Myoung-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.1000-1006
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    • 2014
  • This study focuses on the fact that a OTT service is vigorously used for smart phones, and suggests a design of method to trace the experiences of watching television contents. For this purpose, we developed logging functions and embedded them into existing OTT service application to record flow and pattern of watching context. This paper suggests a log file format which can accurately and precisely record watching actions of users per-second methodology rather than former per-minute methodology. Moreover, this study shows that the application can trace watching attitude according to occurring events by characteristics and playing modes of realtime broadcasting, VOD, advertisement contents. In addition, based on the result of the study, this paper discusses educational, operational meaning of the method such as methodological application in mobile ethnography field or survey for total screening rate.

평판 디스플레이의 효율화를 위한 진공 인-라인 실장기술에 관한 연구

  • 권상직;홍근조;성정호;이창호;권용범
    • Proceedings of the Korean Vacuum Society Conference
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    • 2000.02a
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    • pp.45-45
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    • 2000
  • PDP, FED, 그리고 VFD와 같은 마이크로 전자디스플레이 장치를 제작하기 위한 가장 중요한 기술중에 하나인 패널 내를 고진공으로 만드는 것과 초기의 진공을 유지하는 것이다. PDP 디스플레이는 전면판과 후면판으로 구성되어 있다. 전면판은 ITO전극, 절연체 그리고 MgO보호막으로 구성되어 있으며, 후면판은 어드레스 전극, 반사층, 격벽, 그리고 형광체층이 있다. 기존의 방식은 대기에서 프릿 글라스를 이용하여 두 장의 유리를 봉입하고, 후면판 모서리 부분에 있는 구멍에 배기 글라스 튜브를 붙이고, 튜브를 통해서 배기하고, 플라즈마 가스를 채우고, 최종적으로 tip-off를 한다. 이러한 기존의 방식을 통해서는 배기 컨덕턴스의 한계로 얻을 수 있는 초기 진공도에 한계가 있다. 아울러 두 장의 유리사이는 150$\mu$m 정도의 간격으로 되어 있고, 이웃한 격벽사이는 320$\mu$m 정도의 미세한 공간이 주어지는 구조가 컨덕턴스를 저하시킨다. 이와 같은 초기 진공도의 한계성을 극복하기 위한 연구로서, PDP 패널을 구성하는 두 장의 글라스를 진공 챔버내에서 IR heater를 이용하여 실장하였다. 대개 PbO, ZnO, SiO2,, 그리고 B?로 구성된 프릿 글라스를 대기에서 전면판에 dispensing하고 가소한다. 그리고 프릿 글라스가 형성된 전면판과 후면판을 loading, align 한 다음, 2 10-7torr까지 펌핑한 후 heating, holding 그리고 cooling 공정을 수행하므로 써 두 장의 유리를 실장하였다. 그러나 온도의 non-uniformity, 프릿 성분에 따라서 crack과 기포문제가 진공 실장과정에서 발생하였다. 이와 같은 문제를 개선하기 위해 프릿 글라스의 새로운 조성과 온도 uniformity를 유지하므로써, 프릿 글라스의 기포와 crack 발생없이 재현성 있게 진공 실장하였다. Leak channel 형성유무를 검증하기 위하여 챔버 자체의 펌핑 속도와 제작된 패널의 펌핑 속도를 비교하므로써, leak channel형성 유무를 평가할 수 있는 방법을 이용하였다. 이와 같은 방법을 이용하여, crack 또는 기포가 있는 패널은 leak channel을 형성하여 패널내의 진공을 유지할 수 없음을 검증하였고, crack 또는 기포가 없는 패널은 leak channel없이 패널내의 진공을 유지할 수 있음을 검증하였다. 결과적으로 진공 인-라인 실장시 가장 중요한 요인인 프릿의 변화를 분석하므로써, 고진공을 요구하는 FPD(PDP, FED, VFD)에 적합하게 적용할 수 있으며, 아울러 실장시 진공도를 개선하므로 패널내부의 오염을 최소화하여 디스필레이로서의 효율을 극대화할 수 있을 것이다.

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