• Title/Summary/Keyword: Character Display

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Cockpit Display using 3D Geographic Information (3차원 지형정보를 활용한 조종석 디스플레이)

  • Kim, In-Joong;Hwang, Ho-Yon;Park, Sung-Su
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.19 no.3
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    • pp.16-24
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    • 2011
  • In this research, a cockpit display system using 3 dimensional geographic information was developed. A coordinate transformation method from WGS84 to TM was first studied. Octree data structure was used for efficient 2D and 3D graphic display. Also, a 3D graphic engine was developed for fast display with large amount of geographic data which can be practically used in aircraft onboard computer having low performance. This 3D engine contains additional function such as geographic and object information loading, many kinds of camera mode, aircraft position and rotation control function, character strip display. In the future research, actual GPS signal should be used and additional information that can help pilot's decision should be display.

A Study of Image Enhancement Processing for Letter Extraction of Image Using Terahertz Signal (테라헤르츠 신호를 이용한 영상의 글자 추출을 위한 화질 개선처리에 대한 연구)

  • Kim, Seongyoon;Choi, Hyunkeun;Park, Inho;Kim, Youngseop;Lee, Yonghwan
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.3
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    • pp.111-115
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    • 2017
  • Terahertz waves are superior to conventional X-ray or Magnetic Resonance Tomography(MRI), and the amount of information that can be transmitted is as large as thousands of times that conventional X-ray or MRI. In addition, Terahertz waves have great performance in analyzing an object which have some layered structure. By using this advantage, we can extract the letters of a page by analyzing information such as absorption amount and reflection amount by irradiating a closed book with pulses of various frequencies within gap of a terahertz wave. However, in the image of each page using the Terahertz wave might be obtained various kinds of noise and the different character occlusion region. So, to extract letters from the terahertz image, we must take the noise and occlusion region away. We have been working to enhancement the image quality in various ways, and keep on studying de-noising processing for enhancement about the image quality and high resolution. Finally, we also keep on studying about OCR(Optical Character Recognition) technology, which based on pattern matching technique, to read letters.

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Consumers' Cognition and Buying Behavior of Sports Brand Character (스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동)

  • 이지연;안민영;박재옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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Efficient generation of hologram news ticker using N-LUT method

  • Kim, Seung-Cheol;Kim, Eun-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1375-1378
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    • 2009
  • In this paper, a new method to efficiently generate the holographic news ticker in holographic 3DTV or 3-D movies using N-LUT method is proposed. The proposed method is largely consisted of five steps: construction of the LUT for each character, extraction of characters in news ticker, generation and shift of the CGH pattern for news ticker using the LUT, composition of hologram pattern for 3-D video and news ticker and reconstruct the holographic 3D video with news ticker. From some simulation results confirmed the feasibility of the proposed method in fast generation of CGH patterns for holographic news ticker.

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7-Segment Optical Character Recognition Using Template Matching (템플릿 매칭을 이용한 7-세그먼트 광학 문자 인식)

  • Jung, Min Chul
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.4
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    • pp.130-134
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    • 2020
  • This paper proposes a new method for the digit recognition on a 7-segment display. The proposed method uses morphological processing that dilates segments of digits and connects them into strokes. The digits are extracted by connected component analysis and finally, template matching method recognizes the extracted digits. The proposed method is implemented using C language in Raspberry Pi 4 system with a camera module for a real-time image processing. Experiments were conducted by using various 7-segment LED displays and 7-segment mono LCD displays. The results show that the proposed method is successful for the digit recognition on the 7-segment displays.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

Game character classification according to Post-modern design characteristics (포스트모던 디자인 특징에 따른 게임 캐릭터 분류)

  • Lee, Joong-Gon;Lee, Tae-Gu
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.43-54
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    • 2021
  • The goal of this research is contemplation on whether postmodern design concepts such as parody, simulation, appropriation, pastiche apply to the character design in games, within bounds of postmodernism. In this philosophy, designs display a mixture of advanced culture and mass culture, emphasize philosophical contingency, and appear to be a random collage of ideas. it was perceived that the visual art in game character design is also a projection of the postmodernist philosophy. Upon analyzing this perception, character designs categorized based on the applicability of postmodern designs

"The Influence of clothing shop display as VMD on clothing purchasing behavior" ("VMD(Visual Merchandising)로서의 의류매장(衣類賣場) 디스플레이가 의복구매행동(衣服購買行動)에 미치는 영향(影響)")

  • Chang, Eun-Young
    • Journal of the Korean Society of Costume
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    • v.16
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    • pp.211-220
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    • 1991
  • The purpose of this study is to examine the effect of the fashion shop display on the clothing purchase made by the sample of 369 adult women living in Seoul area. In this study, the interest and the effect of the display are investigated through such factors of demographic variables as each individual's age, educational career, vocation, average family income a month, and marriage status. And the relationship is also examined between the person's interest paid on the display and the clothing attitude related variables of fashion follow tendency, individuality, and the way of practical economy. An additional examinations are performed in the first reactive factor to be considered at the time of the clothing purchase, and the interrelation between the discontent after purchase and the effect of display before purchase. The major findings of this research, thus, can be summarized as following: 1. Demographic variables of women reflect differences in their interests toward display and accordingly the variety of the display effect as well. Less interest and effect are caused by the effort of display for the women in their senior age. However, a group of the character women and young college women pay relatively more attention to the display and give more effect to the purchase. The examination shows alsp that the unmarried and better-off and better-educated are more sensitive to the effect of the display. 2. The higher is the individuality and the fashion follow tendency, the stronger revealed the interest in the display, while the economic women have less interest in it. 3. The first factor considered at the time of purchase is not absolutely affected significantly by the degree of the display effect in real purchasing act. 4. The discontent after purchase is not related with how much the degree of display effects in the act of real purchase.

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A Design of LED Video Processor Board using Embedded System (임베디드 시스템을 이용한 LED 비디오 프로세서 설계)

  • Lee, Jong-Ha;Ko, Duck-Young
    • 전자공학회논문지 IE
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    • v.47 no.3
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    • pp.1-6
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    • 2010
  • In this paper, it is designed a processor using embedded system so that moving picture can be expressed on LED electric sign board which has been expressed a simple message only like as a character or graphic. It has been fabricated a moving picture LED electric sign board which is composed to a video processor and LED display panel, in order to be able to express a digital moving picture of 24 bits that is transmitted from embedded system. It includes gamma adjustment, brightness, color contrast control, a schedule function, expression image conversion by the Internet and memory device. Also, an application program based Windows CE is designed so that a character, graphic, and moving picture can be expressed on a small LED electric sign board.

A Study of Visual Field for Industrial Safety (산업 안전을 위한 시각영역에 관한 연구)

  • 윤훈용;심정훈
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.3
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    • pp.9-15
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    • 2002
  • Due to the inconsiderateness of human capability and inappropriate arrangement of display and control unit at the industrial site, the human error leads to a various accidents. This study was performed to investigate the visual range at the eye field and stationary field at the various angles with three different visual stimuli of alphabetic character, color slip and light-emitting diode. Three kinds of various alphabetic characters depending on length and breadth ratio (1:1, 3:5, 5:3) and three different colors (red, yellow, green) were used for the stimuli. Twenty-five subjects (11 males and 14 females) participated for this study. The results showed that female had wider visual range than male at the eye field, however no significant difference was found at the stationary field. The light-emitting diode had a widest visual range then color slip and characters are in order at the eye field and stationary field. For the character stimulus, the widest visual range was shown at length and breadth ratio of 1:1. The other ratios (3:5 and 5:3) showed no significant difference. The color of red had a widest visual range on the light-emitting diode, however, the color of yellow showed a widest visual range on the just color slip at the eye field. The result of this study would be valuable in applying to the design of visual display and the panel layout of control and displays in the industrial site.