• Title/Summary/Keyword: 3 Screen Play

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Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development (3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시)

  • Hong, Je-Hoon
    • Journal of the HCI Society of Korea
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    • v.5 no.1
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    • pp.1-9
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    • 2010
  • The objective of this study is to present a prototype of organic content, using 3 Screen as the basic concept, and to examine the possible applications of such models. Organic content is something with the characteristics of an organism, which adapts to each unit while maintaining connectivity without losing identity, according to the situation of the user and the characteristics of each unit, opposed to contents that exist without connectivity among units. To this end, I produced a prototype called "Fishing Phone," which crosses over TV, 모바일 and PC. In the Fishing Phone, the fish adapts to each unit as it interacts differently with users while maintaining its own identity. It is an organic content that travels freely through the 3Screen. Fishing Phone was created by using technology and products widely used and serviced today, such as WiFi, java networking, flash player 7, omnia2, and space censors. It demonstrates that organic content can transcend the limitations of space in existing contents, generating new value, realizing complex interaction, and ultimately providing advanced applications for marketing.

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Development of a Virtual Pitching System in Screen Baseball Game

  • Min, Meekyung;Kim, Kapsu
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.66-72
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    • 2018
  • In recent years, indoor simulated sports have become widely used, and screen baseball system has emerged that can play baseball in indoor space. In this paper, we propose a virtual pitching system that can improve the realism of screen baseball game. This virtual pitching system is characterized in that it uses a transmissive screen in the form of a pitching machine without a pitching hole and installed on the back of the screen. Therefore, unlike existing systems where pitching holes are formed on the screen, it enhances the immersion feeling of displayed images. Also, in this pitching system, the synchronization algorithm between the pitching machine and the virtual pitcher is used to form a sense of unity between the virtual pitcher and the ball according to various types of virtual pitchers, thereby enhancing the reality of baseball games.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

RESEARCH ON THE DRAGON IMAGE IN TURKISH MINIATURE PAINTINGS

  • KIM, KYONG-MI
    • Acta Via Serica
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    • v.3 no.1
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    • pp.119-138
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    • 2018
  • The dragon of the East was an object of worship and an authority to make rain, unlike the West. The dragon image, one of the positively accepted Chinese motifs with the blue-and-white porcelain of the Ming dynasty by the Ottoman Empire in the 16th century, was combined with gigantic saw-edged leaves to create a genre in Saz style. By combining Eastern dragons with plant motifs instead of clouds, dragons were no longer accepted as authority and nobility but as symbols of life and longevity. Unlike Iran and other countries, the image of dragons in Turkish miniature paintings has evolved into a unique style using Turkish calligraphy. The stylistic feature is that a thick black line that gives the impression of calligraphy forms the dragon's back or a huge saz leaf stalk and forms the axis of the screen. Most of the work was black ink drawing, not painting, and partly lightly painted. In the development stage, the dragon appears as a protagonist on the screen of the early works, but the dragon retreats to the latter half and the saz leaves play a leading role on the screen. A common feature in all paintings, whether early or late, is that they have a militant character and create tension on the screen. From the viewpoint of comparative culture, Turkish dragon miniature drawings of the 16thcentury Ottoman period and the Joseon dynasty are somewhat similar in that they are based on calligraphic character and desire for longevity and loyalty, and are drawn according to certain iconic principles.

A Proteomic Screen for Presynaptic Terminal N-type Calcium Channel (CaV2.2) Binding Partners

  • Khanna, Rajesh;Zougman, Alexandre;Stanley, Elise F.
    • BMB Reports
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    • v.40 no.3
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    • pp.302-314
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    • 2007
  • N type calcium channels (CaV2.2) play a key role in the gating of transmitter release at presynaptic nerve terminals. These channels are generally regarded as parts of a multimolecular complex that can modulate their open probability and ensure their location near the vesicle docking and fusion sites. However, the proteins that comprise this component remain poorly characterized. We have carried out the first open screen of presynaptic CaV2.2 complex members by an antibody-mediated capture of the channel from purified rat brain synaptosome lysate followed by mass spectroscopy. 589 unique peptides resulted in a high confidence match of 104 total proteins and 40 synaptosome proteome proteins. This screen identified several known CaV2.2 interacting proteins including syntaxin 1, VAMP, protein phosphatase 2A, $G_{o\alpha}$, G$\beta$ and spectrin and also a number of novel proteins, including clathrin, adaptin, dynamin, dynein, NSF and actin. The unexpected proteins were classified within a number of functional classes that include exocytosis, endocytosis, cytoplasmic matrix, modulators, chaperones, and cell-signaling molecules and this list was contrasted to previous reports that catalogue the synaptosome proteome. The failure to detect any postsynaptic density proteins suggests that the channel itself does not exhibit stable trans-synaptic attachments. Our results suggest that the channel is anchored to a cytoplasmic matrix related to the previously described particle web.

Development of Multi-Function Image Splitter (다기능 영상분할기 개발에 관한 연구)

  • Cho, Duk-Sang;Rho, Kwang-Hyun;Han, Min-Hong;Lee, Jae-Il
    • IE interfaces
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    • v.12 no.2
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    • pp.174-179
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    • 1999
  • This paper describes the development of low cost, miniaturized multi-function image splitter for an unmanned guard system. The essential equipments of an image splitter system consist of a video system which displays in one screen images inputted by several cameras, a frame switcher which records each image sequentially in VTR, and TBC(Time Base Control) system which prevents image flickering during image switching. Currently, the price of similar system on the market is high, system management and repair are difficult, and bulky space is required. Futhermore, since currently available frame switcher can record only 30frame/sec, if eight cameras are installed, each camera image is recorded at the low speed of 3.75frame/sec, and consequently skip some images which may be vital for legal evidence. In this research, we have solved the problem of low speed recording by recording the video screen of splitted images at 30frame/sec and zooming each image when play back.

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Children's Writing on the Screen : Focused on the PAIR Strategies for the Audiences and the Feature of Communication Reflected in Comments ('스크린 위의 글쓰기' 과정에 나타난 아동의 예상독자 고려 전략 및 댓글에 반영된 의사소통 특성)

  • Hyun, Eunja;Kim, Hyeonkyeong;You, Jinkyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.1100-1116
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    • 2014
  • The purpose of this study is to investigate how children use the PAIR strategy for their audiences in the writing on the screen and how the comments play a role to communicate between an author and audiences. In order to perform this research, 7 elementary school students(4th-6th grade) participated in the literary education program designed to promote to write on the screen. As a result, 42 body texts(635 sentences) and 424 comments of children's writing on the screen were collected and analyzed according to the PAIR strategies and performance behaviour. The findings are as follows: first, 'attracting' is used the most among PAIR strategies and second, the most frequent performance behavior of comment is 'expression'. These findings indicate that children's writing strategy considering audiences tends to be emotionally appealing and performance behavior of comment is likely to focus on affective expression.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

Development of Video Work Manual for Rock-Drill Data In Fire Service (소방에서의 도상훈련 기초자료 영상화작업 매뉴얼 개발)

  • Cho, Jae-Kwan;Park, Hee-Jin;Hwang, Inn;Kwon, Hayrran
    • The Korean Journal of Emergency Medical Services
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    • v.6 no.1
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    • pp.103-128
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    • 2002
  • As a result of trying the various manufacturing methods considering the reality of manpower and equipments with this manual, the following standardized procedures and contents can be suggested. (1) Since tools presenting Rock-Drill data must formalize the order of explanation although explainers are different, it will be valid that it is configured by existing power point method rather than by web document type. Composition of contents are selected on the basis of defence card and survey and then 8 items including initial screen, peripheral conditions, mobilization route, general conditions, use and structure by floor, department of vehicle consideration in activities and end screen are included. (2) Making methods and cautions of data included and used in power point are as follows ; - It was most effective that objects of fire fighting and location of neighboring fire fighting water were expressed by electronic map and drawing of inner building was made by scanning it after paining general architecture drawing(plan by each floor) rather than using drawing tools of EXCEL program or CAD drawing. And it was helpful to simplify contents of architecture drawing to wall, stairs and gate in understanding them. - Photographing of video data should be taken to show available fire fighting facilities in fire, use of planned space and the whole inner structure of each floor from the inside of fire fighting buildings and to display play time between 10 sec. and 1 min, for obstacles to distance from adjacent buildings or passage of special vehicles and fire fighting water from the outside of the building. - File format of video data taken in this way is most suitable to use wmv(window media video) or asf(advanced streaming format) type in consideration of time required for export, screen quality, file capacity and play type in Rock-Drill through network. - Still screen(photo) is more effective to express the department of fire fighting vehicles or other equipments than using video. (3) In configuration work of power point, hyper link was used most and configured to see any part at any situation like web document and then uniformity of presentation order of power point was complemented. (4) In case of sales facilities with the area of $35.557m^2$, the time of 22 hours and 30 minutes for five days was taken with five persons. Therefore, when eight-hour works a day were calculated, the whole process of video work for Rock-Drill can be finished with three day works.

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