• 제목/요약/키워드: Screen Design

검색결과 1,077건 처리시간 0.036초

스크린 메쉬 윅을 삽입한 8mm 히트파이프에서 열전달 성능에 관한 실험적 연구 (An Experimental Study on Heat Transfer Performances in 8mm-diameter Heat Pipes with Screen Mesh Wick)

  • 박기호;이기우;노승용;이계중;유성연
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2001년도 추계학술대회논문집B
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    • pp.48-53
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    • 2001
  • This experimental study is to research heat transfer characteristics in copper-water heat pipes with screen wick, the 150 and 200-mesh. Recent advances in the miniaturization and large capacity of electronic devices have had a major impact on the design of electronic equipment. As a result, a high-performance cooling system is needed. Experimental variables are inclination angle, number of layer and temperature of cooling water. The distilled water was used for the working fluid. At a inclination angle $6^{\circ}$, the 200-mesh screen wick 3-layer is shown the best heat transfer performance.

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스크린메쉬윅 히트파이프에서 윅의 기공율변화에 따른 열수송한계의 이론적 고찰 (Theoretical Analysis of Heat Transportation Limitation by Porosity of Wick in Screen Mesh Wick Heat Pipe)

  • 이기우;박기호;전원표;이욱현
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2003년도 추계학술대회
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    • pp.1-6
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    • 2003
  • The purpose of the present study is to investigate the capillary heat transportation limitation in heat pipe according to the change of screen mesh wick porosity. Diameter of pipe was 6 mm, and mesh numbers are 100, 150, 200 and 250 and water was selected as a working fluid. According to the change of wick porosity and mesh number, the capillary pressure, pumping pressure, liquid friction coefficient in wick, vapor friction coefficient, and capillary heat transportation limitation are analyzed by theoretical design method of a heat pipe. As some results, the capillary heat transportation limitation in screen mesh wick heat pipe is largely affected by wick porosity and mesh number.

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미세 패턴 스크린 프린팅 (Micro Pattern Screen Printing)

  • 최용정;정광일;이택민;김용성;김광영
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2006년도 춘계학술대회 논문집
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    • pp.589-590
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    • 2006
  • Recently, research for the micro printing technology has begun to get into the spotlight. It is due to the superior price competitiveness to existent semi-conductor process for manufacturing some parts of display unit, electronic paper, RF-ID information device, and so on. This paper present screen printing process not for paper publication but for parts of electronics such as PDP wall, LCD CF, and so on. There are two major issues. The first one is how to get a fine and even line pattern. The other one is how to get the same patterns in large area. In this research, we present the design, equipment, and process control of screen printing in order to overcome these issues.

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Wide Viewing Angle Screen Design of High Definition LCD Projection System

  • Na, Man-Ho;Moon, Hee-Jong;Lee, Han-Bae;Park, Man-Hyo;Park, Myung-Ho
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2000년도 제1회 학술대회 논문집
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    • pp.161-162
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    • 2000
  • We propose multi-layer aspheric lenticular lens for rear projection screen to provide wide viewing angle. Each pitch of lenticular lens sheet is divided by three region and image light from projection optical system is propagated widely on each region due to different focal point. Besides, to improve vertical viewing angle of screen, we propose glass bead embedded screen on observer side of lenticular lens.

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Design and Implementation of Tangible Interface Using Smart Puck System

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Jeong Ho;Lee, Hee-Man
    • 한국컴퓨터정보학회논문지
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    • 제20권9호
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    • pp.47-53
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    • 2015
  • In this paper, we propose a novel tangible interface system whose system does not use the expensive hardware is introduced. This proposed tangible interface is used on the table top capacitive multi touch-screen. The tangible interface apparatus which is called smart puck has sanguine arduino compatible board. The board has a Cds photo-sensing sensor and the EPP8266 WiFi module. The Cds sensor decodes the photometric PWM signals from the system and sends corresponding information to the system via TCP/IP. The system has a server called MT-Server to communicate with the smart pucks. The tangible interface shows reliable operation with fast response that is compatible to the expensive traditional devices in the market.

시추용 육상 드릴링 시스템의 셰일 쉐이커 구조 및 진동해석 (Structural and Vibration Analysis of On-shore Drilling System Consisting of Shale Shaker)

  • 반임준;임채옥;신성철
    • 한국산업융합학회 논문집
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    • 제23권6_2호
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    • pp.1033-1042
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    • 2020
  • Shale shaker which is one of the mud circulation systems is composed of a basket, a vibrator and a screen. Its purpose of a shale shaker is to induce drilling fluid to flow through a screen, transport solids across a screen surface, and discharge solids off the end of the screen. The new shale shaker for the on-shore drilling system is designed to be smaller than the original shale shaker which has the same capacity with the new on to enable to transport and to operate on the trailer. In this study, structural and vibrational analysis of shale shaker was carried out to evaluate the appropriateness of the design in terms of the structural stability.

대화면 FPS 게임을 위한 레이저센서기반의 대형스크린과 레이저광원 권총의 설계와 구현 (Laser-recognizable Screen and Gun with Laser Source for Realistic Big Screen First Person Shooters Games)

  • 한녹손;김성환
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2008년도 춘계학술발표대회
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    • pp.481-484
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    • 2008
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPS on computer is commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen and laser gun, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.

A Study of Smartphone Sustainable Business in the Chinese Market through Conjoint Analysis

  • Junyan YANG;Jun ZHANG
    • 산경연구논집
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    • 제15권3호
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    • pp.11-20
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    • 2024
  • Purpose: This study focuses on the Chinese smartphone market to estimate product attributes influencing Chinese customers' preference for developing new smartphones through conjoint analysis. Research design, data and methodology: The online questionnaire survey is processed among Chinese potential smartphone customers. Conjoint analysis including traditional conjoint analysis (TCA) and choice-based conjoint analysis (CBCA), is used to analyze the useful data of 500. Results: Results indicate that price is the most important predictor while screen size is the least for Chinese customers' preference whether the method is TCA or CBCA. However, the importance of brand, capacity, CPU, and screen design is different. Moreover, based on each smartphone attribute level's utility, the new products with the best combinations are different compared with both methods. Finally, the predicted market shares of the top 3 products are the same with maximum utility rule model between TCA and CBCA. However, when considering with the new best combined product, they are significantly different. Conclusions: Managers should recognize the differences between TCA and CBCA and select the best method to develop new smartphones for sustainable business in the Chinese competitive market based on the important attributes of price, brand, capacity, CPU, screen design, and size.

3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구 (The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment)

  • 한형종
    • 한국콘텐츠학회논문지
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    • 제18권7호
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    • pp.165-176
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    • 2018
  • 다양한 정보통신기술의 발달로 인하여 기존 이러닝 등의 2차원적 학습 콘텐츠 한계를 극복할 수 있는 한 가지 방안으로 3차원적 가상현실 활용 가능성에 대한 모색이 이루어지고 있다. 특히 가상현실에서의 화면 구성은 학습에 직 간접적으로 영향을 미치는 감성을 유발할 수 있는 가능성을 지닌다. 하지만 화면의 어떠한 측면이 감성을 유발하는지에 대한 연구는 미흡하다. 본 연구는 감성을 유발할 수 있는 가상현실 학습 환경에서의 화면 구성 요소에 대한 사용자 인식을 분석하는 목적을 지닌다. 대표적인 가상현실 학습 환경 플랫폼 주요 화면에 대한 사용자의 인식을 확인하기 위해 다차원척도(Multi Dimensional Scaling, MDS)분석법을 활용하였다. 연구 결과, 사용자는 화면에서의 공간의 깊이 차원과 아바타 등의 움직임에 해당하는 역동성 차원에서 감성을 유발할 수 있다는 점을 확인하였다. 본 연구는 가상현실에서의 화면 요소중 감성을 유발할 수 있는 기술적 변인을 탐색해 보는데 의의를 지닌다.

멀티 디스플레이 구동 드라이버 로직 설계에 관한 연구 (A Study on the Logic Design of Multi-Display Driver)

  • 진경찬;전경진;김시환
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.212-215
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    • 2005
  • The needs of larger screen in mobile device would be increased as the time of ubiquitous and convergence is coming. And, the type of mobile device has been evolved from bar, slide to row. Recently, the study on the multi-display screen which has seamless gap between two display panel has been published, and moreover the System On Chip(SOC) design strategy of core chip has been the most promising Field-Programmable Gate Array(FPGA) technology in the display system. Therefore, in this paper, we proposed the design technique of SOC and evaluated the effectiveness with Very high speed Hardware Description Language(VHDL) Intellectual Property (IP) for the operation of multi display device driver. Also, This IP design would be to allow any kind of user interface in control system.

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