• Title/Summary/Keyword: Character Display

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A Psychophysical Approach to the Evaluation of Perceived Focusing Quality of CRT Displays

  • Yoon, Kwang-Ho;Kim, Sang-Ho;Chang, Sung-Ho
    • Journal of Information Display
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    • v.5 no.3
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    • pp.35-40
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    • 2004
  • In this study, we collected data used to formulate the relationship between quantitative metrological parameters in CRT display and the perceived focus quality. Human perception of the focusing quality was evaluated in terms of user feedback scores regarding the character legibility from four highly trained inspectors. Thirteen CRT monitors from five different manufacturers were compared relatively with respect to the norm monitor. The profile of electron beam such as spot size and the shape of distribution made by electron beam, contrast, convergence of RGB beams, and luminance characteristics were measured using a precision measurement system. Linear regression analysis and artificial neural network models were used to formulate the relationship between human perception and the quantitative measurements. The accuracy of the formulated linear regression model ($R^2$=0.515) was not satisfactory but the nonlinear neural network model ($R^2$=0.716) was fairly convincing and robust even the utilized data included subjective differences.

Design and Implementation of Hangul Outline Font Generation Accelerator (한글 외곽선 글자체 생성 가속기의 설계 및 구현)

  • 배종홍;황규철;이윤태;경종민
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.29A no.2
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    • pp.100-106
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    • 1992
  • In this pape, we designed and implemented a hardware accelerator for the generation of bit map font from Hangul outline font description for LBP (Laser Beam Printer) and screen applications Whole system was implemented as a double size PC/AT application board which consists of processing bolck and display block. The processing block has a master processor (MC68000)and two slave processors which are MC56001 and KAFOG chip responsible for the short vector generation. In the display block, TMS34061 was used for monitor display and GP425 was used for LBP print out. The resolution of the monitor is 640$\times$480 and that of LBP is 2385$\times$3390. The current system called KHGB90-B generates about 100 characters per second where each character consists of 32$\times$32 bits

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Amethod for the Display of Hangout in its traditional Combined Form (한글문자 모아쓰기 Display의 한방안)

  • 안수길
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.12 no.1
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    • pp.27-33
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    • 1975
  • The required minimum size of character diode matrix of Korean letters is estimated from the topological complexity of letter structure. The OR aombination of three letter boards (diode matrice) gives all possible Hangout whole letters in proper traditional combined form with minimum required discernibility. Two forms of first consonants (centre located ones for horizontal vowels and leftward displaced ones for vertical and composed vowels) are switched by only 1 bit of the vowel code. The vowel pattern length is modified by again the last four bits of the code. A new 15bit sized inner code is proposed which permits considerably small sized decoding mechanism.

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The Study on Body Language in Animation as Functional Aspects -Focusing on Mulan, Beauty and the beast, Aladdin, Sinbad- (기능론적 관점에서 본 애니메이션의 신체언어 연구 - 뮬란, 미녀와 야수, 알라딘, 신밧드를 중심으로-)

  • Chung, Mi-Ghang;Lee, Mi-Young;Kim, Sung-Hee;Kim, Jae-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.55-64
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    • 2007
  • Non-verbal communications are important because they support and replace verbal communication. Body language of various non-verbal communications is the communication using the body. In animation, expression of body language is very important because characters play an important role in communicating the scenario. Animation has a dual communication structure, different from general communication. One is the communication between the speaker character and the hearer character, the other is the image and the audience, which includes the communication between the speaker character and the hearer character. In this study, we divide the body language from the characters into the discourse-in act and discourse-out act according to this dual structure and classify it into adaptors, emblem, illustrator, regulator, affect display by a functional approach method. Especially, the illustrator is subdivided into pragmatic speech act. Finally, this study analyzes the features of body language in animation and represents animation character's body language for an effective expression of the communications in animation.

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MSER-based Character detection using contrast differences in natural images (자연 이미지에서 명암차이를 이용한 MSER 기반의 문자 검출 기법)

  • Kim, Jun Hyeok;Lee, Sang Hun;Lee, Gang Seong;Kim, Ki Bong
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.27-34
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    • 2019
  • In this paper, we propose a method to remove the background area by analyzing the pattern of the character area. In the character detection result of the MSER(Maximally Stable External Regions) method which distinguishes a region having a constant contrast background regions were detected. To solve this problem, we use the MSER method in natural images, the background is removed by calculating the change rate by searching the character area and the background area which are not different from the areas where the contrast values are different from each other. However, in the background removed image, using the LBP(Local Binary Patterns) method, the area with uniform values in the image was determined to be a character area and character detection was performed. Experiments were carried out with simple images with backgrounds, images with frontal characters, and images with slanted images. The proposed method has a high detection rate of 1.73% compared with the conventional MSER and MSER + LBP method.

A study on the chronology of children's cartoon focused on the character (캐릭터 중심으로 본 어린이 만화연대기 연구)

  • Kim, Byung-Soo
    • Cartoon and Animation Studies
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    • s.16
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    • pp.179-198
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    • 2009
  • This study analyzed the chronology of children's cartoon through character while the children's cartoon section is planned at the Memorial Exhibition of 100th year of Korean Cartoon which will be held at the Contemporary Art Gallery in celebration of the 100th year after birth of Korean Cartoon. The approaching method based on character is regarded as the most proper and feasible in the identification of character and meaning of children's cartoon because the character in cartoon contains the bigger role and meaning than the descriptive structure of narration. The Committee of 100th Year of Korean Cartoon, Aicheorum which is a study association for children's cartoon and Cartoon My Love $Cafe^{42)}$ in Naver jointly selected the 70 cartoon characters. A brief history is established based on these characters through chronological classification in seven sectors of around 10 year session such as before 1950s of quickening period and liberation, 1950s, 1960s, 1970s, 1000s, 1900s and after 2000. It examined the historical meaning, its reflection and characteristics focused on the cartoon character and the cartoonist which were well-known to everybody not only the display according to chronological order. The study intented the stereoscopic illumination on the children's cartoon and character which were favored beyond the generations. In addition, the similarity and human relation among cartoonist to cartoonist and character to character were analyzed and traced to identity the fact that children cartoon character is not individualistic being but it lies on the extension of tradition and trend of eternal cartoon history Finally, hopefully it will make a contribution to activate the pure creative children's cartoon in Korea through reminding the importance of character in cartoon, affirming the industrial value and reflecting the direction and perspective of pure creative children's cartoon.

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Mobile Shooting Game with Intuitive UI and Recommendation function (직관적 UI와 추천 기능을 가진 모바일 슈팅 게임)

  • Junsu Kim;Kuil Jung;Seokjun Yoon;In-Hwan Jung;Jae-Moon Lee;Kitae Hwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.191-197
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    • 2023
  • Mobile shooting games are a representative example of PC games being transferred as they are. In the most mobile shooting games, joystick-like UI used in PC games have been moved to touch buttons, but the display is small, so the user's fingers cover the game screen, which is inconvenient. In mobile shooting games, in order to overcome the limitations of the small display and increase the immersion of the game, this paper introduces a user interface that integrates character movement and aiming, and intuitive UIs such as display rotation, shaking, and vibration. In addition, by analyzing the match process for each round, the character's insufficient abilities are identified and synergies to supplement the abilities are recommended in order to add fun to the game. This paper proved that the proposed goals are achieved by actually designing and implementing a mobile shooting game with the proposed functions on an Android smartphone.

Characteristics of Carbon Nanotube FED

  • Uemura, Sashiro;Yotani, Junko;Nagasako, Takeshi;Kurachi, Hiroyuki;Yamada, Hiromu;Ezaki, Tomotaka;Maesoba, Tsuyoshi;Nakao, Takehiro;Ito, Masaaki;Saito, Yahachi;Yumura, Motoo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.860-865
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    • 2004
  • Field emission display(FED) using carbon nanotubes (CNT) as field emitters is expected to large-area panels with high luminance and low power consumption. In order to perform the uniform luminance with low driving voltage, we introduced a new electrode to apply higher electric potential over the CNT cathode in 2003.[1] In the study, we described the luminance uniformity of the panel and the improvement of emission uniformity by increasing the emission-site density. The luminance uniformity of the several ideal dots which were selected over the display area in the panel was 2.8%. [2] The CNT cathode was irradiated by excimer-laser, which was effective to improve emission uniformity and lower driving voltage. A prototype of CNT-FED character display was performed for middle size message displays. The prototype panel had 48 x 480-dots and the resolution was 1-mm. The panel realized high luminance at low power consumption. It will be important characteristics for legible and ubiquitous displays. [3]

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Development of automatic die bonder system for semiconductor parts assembly (반도체 소자용 자동 die bonding system의 개발)

  • 변증남;오상록;서일홍;유범재;안태영;김재옥
    • 제어로봇시스템학회:학술대회논문집
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    • 1988.10a
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    • pp.353-359
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    • 1988
  • In this paper, the design and implementation of a multi-processor based die bonder machine for the semiconductor will be described. This is a final research results carried out for two years from June, 1986 to July, 1988. The mechanical system consists of three subsystems such as bonding head module, wafer feeding module, and lead frame feeding module. The overall control system consists of the following three subsystems each of which employs a 16 bit microprocessor MC 68000 : (i) supervisory control system, (ii) visual recognition / inspection system and (iii) the display system. Specifically, the supervisory control system supervises the whole sequence of die bonder machine, performs a self-diagnostics while it controls the bonding head module according to the prespecified bonding cycle. The vision system recognizes the die to inspect the die quality and deviation / orientation of a die with respect to a reference position, while it controls the wafer feeding module. Finally, the display system performs a character display, image display ans various error messages to communicate with operator. Lead frame feeding module is controlled by this subsystem. It is reported that the proposed control system were applied to an engineering sample and tested in real-time, and the results are sucessful as an engineering sample phase.

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A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
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    • v.22 no.5
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.