• 제목/요약/키워드: 플레이공간

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Attentional Effects of Crossmodal Spatial Display using HRTF in Target Detection Tasks (항공 목표물 탐지과제 수행에서 머리전달함수(HRTF)를 이용한 이중감각적 공간 디스플레이의 주의효과)

  • Lee, Ju-Hwan
    • Journal of Advanced Navigation Technology
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    • v.14 no.4
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    • pp.571-577
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    • 2010
  • Driving aircraft requires extremely complicated and detailed information processing. Pilots perform their tasks by selecting the information relevant to them. In this processing, spatial information presented simultaneously through crossmodal link is advantageous over the one provided in singular sensory mode. In this paper, probability to apply providing visual spatial information along with auditory information to enemy tracking system in aircraft navigation is empirically investigated. The result shows that auditory spatial information, which is virtually created through HRTF is advantageous to visual spatial information alone in attention processing. The findings suggest auditory spatial information along with visual one can be presented through crossmodal link by utilizing stereophonic sound such as HRTF. which is available in the existing simple stereo system.

Generation and Evaluation of Power Model for Mobile AMOLED Display Using RGB Color Space Partitioning Method Considering Power (전력을 고려한 RGB 색 공간 분할 기법 및 이를 활용한 AMOLED 디스플레이의 소모 전력 모델 생성 그리고 평가)

  • Baek, Dusan;Choi, Yoo-Rim;Lee, Byungjeong;Lee, Jung-Won
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.9
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    • pp.335-344
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    • 2018
  • The power model is needed to handle the power consumption of mobile AMOLED display at the software level. However, the existing studies to generate the power model have required the experimental environment and equipment for the power measurement activity. In addition, the combination of RGB values used for modeling was imprudent and small, so it was difficult to reflect the mutual influence between the RGB values into the model. To solve these problems, we propose an RGB color space partitioning method, which is used to prudently sample the combinations of the RGB values based on the color or the power. We also propose a process for generating a mapping table composed of . We analyzed the characteristics of the samples generated according to the proposed partitioning methods, taking into account the color and the power, and generated the mapping table for the AMOLED display. Furthermore, we confirmed the reusability of the mapping table by utilizing one mapping table multiple times in evaluating different power models. These mapping tables are provided to researchers and can be used to generate and evaluate power models without power measurement activities.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Analyzing content placement interface requirements in a multi-display environment (멀티 디스플레이 환경에서 콘텐츠의 공간적 인터페이스 요구사항 분석)

  • Kim, Hyo-Yong;Lim, Soon-Bum
    • Cartoon and Animation Studies
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    • s.48
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    • pp.69-84
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    • 2017
  • In order to display various art works such as media art in a multi-display environment, it is necessary to consider contents arrangement. The advantage of having a 1: N or N: N layout instead of a 1: 1 or N: 1 layout between display and content, but a more complex scheme of how to do spatial and temporal layout in multi-display Is required. In order to distribute contents, existing media server solution or programming-based multimedia production software is used. However, it takes much time to rearrange or modify the contents, and it is not easy to modify the contents. Therefore, It is difficult to place content in the environment. In order to solve this problem, various approaches are needed from research on content placement method to development of content placement software that improves the existing method. However, analysis on systematic content placement type supporting it, or interface There is also no access to. In this study, we have summarized the requirements for designing the interface for each type with the aim of making it possible to utilize previously analyzed content layout types in various display activities such as media art in multi - display environment. The requirements of each type of interface were derived based on spatial arrangement and temporal layout type which are most distinguished when content is placed. The contents of the interface requirements are summarized as follows: We expect to be a cornerstone for system development.

Technical Considerations for Design and Implementation of the Digital Holographic TV Broadcasting System (홀로그래픽 TV 방송 시스템 구현을 위한 기술적 고려 요소)

  • Kim, Jae-Han;Moon, Kyung-Ae;Choo, Hyun-Gon;Choi, Jin-Soo;Kim, Jin-woong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.441-443
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    • 2015
  • 디지털 홀로그래픽 TV 시스템을 구현하려면 홀로그래픽 정보 획득 장치가 필요한데, 해상도 한계 때문에 홀로그램의 프린지 패턴을 상용 촬상 소자로는 직접 기록할 수 없다. 이를 극복하는 방법으로는 컬러 영상과 거리영상 정보를 얻은 후에 압축을 거쳐 수신 디스플레이단에 전송하고 이 정보로부터 3차원 모델을 형성한 후에 컴퓨터 생성 홀로그램을 생성하고 이를 회절소자를 이용하여 디스플레이하는 방법이 현재로서는 현실적인 방법이 될 것이다. 홀로그래픽 디스플레이에서는 회절소자인 공간광변조기 성능의 한계 때문에 기존 2DTV와 같은 수준의 디스플레이 구현은 매우 어렵다. 기존 공간광변조기는 픽셀피치가 커서 시야각이 매우 좁으나, 픽셀 크기를 작게 하는 동시에 공간광변조기 면적을 크게 하기에는 기술적인 어려움이 많다. 본 논문에서는 홀로그래픽 TV를 구현하는데 있어서 기술적으로 극복하고 고려해야 할 주요 요소에 대하여 분석한다.

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Designing Amplified Collaboration Environments for Scientific Visualization (과학적 가시화를 위한 증강 협업 환경 디자인에 관한 연구)

  • Park, Kyoung-Shin
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.535-542
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    • 2005
  • Amplified Collaboration Environment(ACE) is a display-rich project room that enables distributed teams to intensively work together to solve a complex problem. This paper presents reviews of some most important shared workspace models in real-time collaboration systems. It then describes a set of iterative design studies of evaluation the shared workspace for ACEs. The study involved small groups of users in two ACEs performed a collaborative visualization and analysis task while varying the display technology configuration. The goal of this study was to enhance intensive collaborative work in ACEs. The results showed that the participants benefited from the ability to see others' work over the high-resolution shared workspace, which helped enhance group awareness and performance.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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LCD Module Initialization and Panel Display for the Virtual Screen of LN2440SBC Embedded Systems (LN2440SBC 임베디드 시스템의 가상 스크린을 위한 LCD 모듈 초기화 및 패널 디스플레이)

  • Oh, Sam-Kweon;Park, Geun-Duk;Kim, Byoung-Kuk
    • Journal of Advanced Navigation Technology
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    • v.14 no.3
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    • pp.452-458
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    • 2010
  • In case of an embedded system with computing resource restrictions such as system power and cpu, the overhead due to displaying data on the computer screen may have a significant influence on the system performance. This paper describes an initialization method for LCD-driving components such as an ARM Core, an LCD controller, and an SPI(serial peripheral interface). It also introduces a pixel display function and a panel display method using virtual screen for reducing the display overhead for an LN2440SBC system with an ARM9-based S3C2440A microprocessor. A virtual screen is a large space of computer memories allocated much larger than those needed for one-time display of an image. Displaying a specific region of a virtual screen is done by assigning it as a view-port region. Such a display is useful in an embedded system when concurrently running tasks produce and display their respective results on the screen; it is especially so when the execution result of each task is partially modified, instead of being totally modified, on its turn and displayed. If the tasks running on such a system divide and make efficient use of the region of the virtual screen, the display overhead can be minimized. For the performance comparison with and without using the virtual screen, two different images are displayed in turn and the amount of time consumed for their display is measured. The result shows that the display time of the former is about 5 times faster than that of the latter.

Perceptual Contrast based on Distribution of Brightness in CIECAM02 for Mobile Display (CIECAM02에서의 밝기 분포 기반 모바일 디스플레이의 인지적 대비)

  • Nam, Eui-Won;Kyung, Wang-Jun;Ha, Ho-Gun;Ha, Yeong-Ho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.2
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    • pp.141-147
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    • 2015
  • The contrast of a display is generally evaluated by using the ratio of the minimum luminance to the maximum luminance of the display. However, this contrast ratio is not matched with perceived contrast because it uses only physical characteristic of display without considering human perceptual characteristics. In this paper, the proposed contrast measure that considers perceptually discriminable brightness within the range of display brightness is suggested. First, the range between the minimum and maximum brightness of display in CIECAM02 color space is calculated to measure the length of perceived brightness for the display. Next, brightness ranges which are perceptually same at each brightness level are determined by applying Weber-Fechner ratio and then, the number of brightness values within each brightness range is counted. Finally, perceptually discriminable brightness is defined as the sum of ratio between the number of brightness values in each brightness range and the perceptual contrast length of the display. In the experiments, preference test using various displays with random brightness patches is performed to evaluate perceived contrast. As a result, the proposed measure is more consistent with human perception than the previous contrast measures.

Researching the self-presentation desire of decorating in-game space in Social Network Games (SNG의 공간 꾸미기를 통한 자기표현 욕구 연구)

  • Park, Jihye;Paik, Chul-ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.7-18
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    • 2015
  • A social network game (SNG) is the result of a combination of a life simulation game and a social networking service. These types of games are particularly popular among women. This phenomenon calls for research that focuses on the motivation behind playing SNGs, the factors that make SNGs absorbing and, particularly, the space decorating features of SNGs. The current study investigates people's experience with the space decorating features of SNGs and their motivation for playing these games. It observes the behaviors of SNG players, which were typed through Q methodology. Moreover, it specifically analyzes the motivation behind the playing of space-decorating SNGs. The study concludes that most of players were more absorbed in the space-decorating features of these games than they were in their social networking features. This also affects a player's continued playing of these games. This study proves that this phenomenon is related to players' desires for self-representation.