• Title/Summary/Keyword: Screen Design

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Automatic measurement of voluntary reaction time after audio-visual stimulation and generation of synchronization signals for the analysis of evoked EEG (시청각자극 후의 피험자의 자의적 반응시간의 자동계측과 유발뇌파분석을 위한 동기신호의 생성)

  • 김철승;엄광문;손진훈
    • Science of Emotion and Sensibility
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    • v.6 no.4
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    • pp.15-23
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    • 2003
  • Recently, there have been many attempts to develop BCI (brain computer interface) based on EEG (electroencephalogram). Measurement and analysis of EEG evoked by particular stimulation is important for the design of brain wave pattern and interface of BCI. The purpose of this study is to develop a general-purpose system that measures subject's reaction time after audio-visual stimulation which can work together with any other biosignal measurement systems. The entire system is divided into four modules, which are stimulation signal generation, reaction time measurement, evoked potential measurement and synchronization. Stimulation signal generation module was implemented by means of Flash. Measurement of the reaction time (the period between the answer request and the subject reaction) was achieved by self-made microcontroller system. EEG measurement was performed using the ready-made hardware and software without any modification. Synchronization of all modules was achieved by, first, the black-and-white signals on the stimulation screen synchronized with the problem presentation and the answer request, second, the photodetectors sensing the signals. The proposed method offers easy design of purpose-specific system only by adding simple modules (reaction time measurement, synchronization) to the ready-made stimulation and EEG system, and therefore, it is expected to accelerate the researches requiring the measurement of evoked response and reaction time.

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Least Cost and Optimum Mixing Programming by Yulmu Mixture Noddle (율무국수를 이용한 최소가격/최적배합 프로그래밍)

  • Kim, Sang-Soo;Kim, Byung-Yong;Hahm, Young-Tae;Shin, Dong-Hoon
    • Korean Journal of Food Science and Technology
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    • v.31 no.2
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    • pp.385-390
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    • 1999
  • Noodle was made using a combination of yulmu, wheat and water through mixture design. Statistical models of yulmu noodle were shown by analysing tensile stress and color $(L^{*})$, and sensory evaluation with other constraints. Analysing the linear and non-linear model, the linearity in the values of tensile stress, lightness $(L^{*})$ and sensory evaluation showed that each component worked separately without interactions. In studying the component effect on the response by trace plot, the result indicated that the increase in the amount of yulmu enhanced tensile stress of noodle while degrading $L^{*}$ value and sensory evaluation score. In the range of satisfying the conditions of noodle in every tensile stress, $L^{*}$ value and sensory evaluation point, the optimum mixture ratio of yulmu : wheat : water was 2.27% : 66.28% : 28.45% based on least cost linear programming. In this calculation, the least cost was 9.924 and estimated potential results of the response for tensile stress was 2.234 N and those for $L^{*}$ was 82.39. Finally, the potential response results affected by mixture ratio of yulmu, wheat and water were screened using Excel.

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Design and Implementation of user centric pavilion information guide system based on commercial mobile device (모바일 기기 기반 사용자 중심형 전시관 정보 안내 시스템의 설계 및 구현)

  • Yun Hyun-Joo;Bu So-Young;Choi Yoo-Joo
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.187-199
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    • 2006
  • This paper proposes the design of user centric pavilion information guide system based on mobile device such as PDA. which is composed of system interface factors as user wants. The suggested information guide system is convenient for user carrying because it is based on PDA mobile device and the used liquid browser system makes all data information displayed on a small screen in contrast with the other browser system. Indeed, factors of system interface can be re-composed by user interaction. And this system can effectively provide the detail information about the exhibited objects as various media data such as text, image, voice, music, video etc. The proposed system is made up of media database server. mobile system control server and mobile system interface which accepts user interaction and displays the information. Each system is networked based on TCP/IP and uses XML (extensible Markup Language) and JAVA 2 micro edition to be able to update data. This feature enhances a wide use to be able to load this system on the any mobile device.

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Analysis of Factors Hindering Learners' Participation in Cyber Home Study in Elementary Education (초등교육에서 사이버가정학습 참여 저해요인 분석)

  • Shin, Hyeon-Jeong;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.175-182
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    • 2013
  • The purpose of this study was to investigate the factors that influence elementary school learners' participation in cyber home study, and to suggest possible solutions to problem of the participation rates. To identify the factors, we analyzed the literature and developed a questionnaire consisting of 8 possible factors and 33 items. Data gathered from 429 elementary school learners were analyzed in a logistic regression model, which was utilized to determine the probability of the learner's participation in cyber home study because of any of the identified variables. We studied the following variables: problem from learning motivation & attitude, burden from computer, difficulty of new learning method, problem from instructional design, difficulty of interaction, problem from screen design, and problem from learning environment. The results indicated that two factors were important: burden from computer, difficulty of new learning method. That is to say, having a low level of burden of computer and difficulty of new learning method helps improve the rate of elementary school learners' participation in cyber home study.

A study on the camera working of 3D animation based on applied media aesthetic approach - Based on the Herbert Gettl's theory - (영상미학적 접근의 3D 애니메이션 카메라 워킹 연구 - 허버트 제틀의 이론을 중심으로 -)

  • Joo, Kwang-Myung;Oh, Byung-Keun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.209-218
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    • 2005
  • Consciously or not, producers have to make many aesthetic choices in creative process of video production. If there are general acceptable aesthetic principles to make right choice it would be guideline of aesthetic decision to somewhat reduce mistakes and errors in the process. This paper proposes a theoretical approach on establishing the media aesthetic principle of 3D animation camera working, which is the most suitable for animation production context. We describe the Herbert Zettl's applied media aesthetics related directly to the camera, which is about the two-Dimensional field focusing on aspect radio and forces within the screen, three-dimensional field focusing on depth, volume, and four-dimensional field focusing on time and motion. In order to have theoretical approach we made an analysis on comparing a camera working of movie with 3D computer animation's one, and reconstructed these basic principles to be suited for the 3D animation production. When applied media aesthetics of the traditional camera working are applied to the 3D animation production, it could be an efficient guideline for it. Futhermore, if we develop the research for the relationship with various visual languages with the basis of these principles, the theory of creative picture composition method for the 3D animation production will be logically and systematically established.

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애니메이션 <하울의 움직이는 성>에 나타난 여성상의 고찰

  • Lim, Chan
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.293-300
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    • 2006
  • Mr. Miyazaki's heroines tend to be plucky young women who combine guileless decency with tough-mindedness. However, in his the latest film the female character often change herself into wise older women who sometimes serve as foils, sometimes as mother figures. His heroine, Sophie, starts out as a shy girl, but then a curse transforms her into 90-year-old. Her partner is Howl who supports and is supported by Sophie their mutual drawbacks. At first horrified by the change, she comes to embrace it as a liberation from anxiety, fear and self-consciousness, and discovers in herself a new zest for adventure. The castle is surely one of the most extraordinary contraptions to appear on screen recently, more ingenious in its way than the intergalactic armada. It ranges freely from place to place and is also, somehow, in several places at once, its magical front door opening onto different landscapes with the flip of a knob. It is not exactly haunted, but it is nonetheless infused with whimsical and sometimes somber spirits. Sophie, in both her incarnations, joins an impressive sisterhood of Miyazaki heroines, whose version of girl power presents a potent alternative to the mini-machismo that dominates American juvenile entertainment.

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Design and Implementation of HD-Class VOD Content Management System Based on H.264 (H.264 기반 HD급 VOD 콘텐츠관리시스템 설계 및 구현)

  • Min, Byoung-Won;Oh, Yong-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.18-30
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    • 2009
  • Recently, although the requirement of quality of VOD content has been transferred upto the class of HD, conventional management systems characterized by OS dependency are truly limited in quality of video image, stability, and compatibility of network environments. In addition most of the content management systems realize very limited capabilities for the real affairs of content management and distribution services in such an OS dependent environment. In this paper, we propose a new scheme of HD-Class VOD Content Management System to solve these problems. We design and implement the proposed system based on open sources by using H.264 video compression method. The proposed system offers high quality content management method based on opened systems and independent on-line distribution method so that it can be realized as an integrated management scheme for VOD contents. Moreover, our system solves the problems of occasional cutting-down video, small screen, and poor image quality that exist in the conventional wmv-type CMS. According to the result of performance evaluation, our system maintains sufficient performance and tolerence for the case of large scale HD content operations or fabrications. We expect that the proposed integrated DB scheme will especially be effective when the content management applications are changed from Internet Web environments to mobile terminal environments.

The Construction Work Method of Mixed Coal Ash in Ash Pond to Recycle as a Horizontal Drain Material (수평배수재로 재활용하는 회사장 혼합석탄재의 시공 방안)

  • Koh, Yongil
    • Journal of the Korean GEO-environmental Society
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    • v.14 no.4
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    • pp.53-58
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    • 2013
  • The design for horizontal drain layer on soft ground starts from the decision that the material could be used or not, by verifying material condition in permeability of horizontal drain material according to the weight percent of the dry soil retained on #200 sieve. In the next step of the design, we estimate the thickness of horizontal drain layer to confirm trafficability of heavy machinery in construction work. Successively, the long-term functionality for good drainage of horizontal drain layer is checked and if needed, some means are considered. In this study, the system to recycle mixed coal ash in ash pond successfully as a horizontal drain material on soft ground is presented through the process and the result of its practical construction work. Namely, the pact is confirmed that mixed coal ash in ash pond should be sorted out by sieve screen to a certain extent and the remainders of this mixed coal ash on sieve openings be recycled, because the amount of finer particles than $75{\mu}m$ contained in mixed coal ash in ash pond is quite massive and irregular depending on the coal power plant or the location in same ash pond. In order to sort at large scale in situ, the dimension of a sieve squre hole and the sort-out method, etc. should be decided before the sort-out process. And, it is described that we need to manufacture classifier to sort out mixed coal ash in ash pond, too.

Relationship Analysis between the Box Office Performance and Sentimental Words in Movie Review (영화의 흥행 성과와 리뷰 감정어휘와의 관계 분석)

  • Mun, Seong Min;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
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    • v.14 no.4
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    • pp.1-16
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    • 2015
  • This study aims to understand distribution of the sentimental words on each genre and find relationship between box office performance and sentimental words in movie review using 673 movies that have more than 1,000 reviews. For the analysis, crawling movie reviews and made data was composed movie genre, movie name, sales, attendance, screen, normal attendance, 7 sentimental words. For analysis results, we used correlation analysis and Parallel coordinates. As a results, First, the highest box office value of the genre is comedy and the lowest box office value of the genre is horror through analyze box office on each genre. Secondly, Movie genre of fantasy feel a lot of boring emotion and Movie genre of SF feel a lot of anger emotion even if 'Happy' and 'Surprise' have highest sentiment value on every genre. Third, We found 'Anger' increase sentimental value when 'Disgust' increase sentimental value and 'Surprise' decrease sentimental value when 'Happy' increase sentimental value through analyze correlation relationship between sentimental words using total data. Fourth, We found 'Happy' have linear relationship between box office and 'Fear' have non-linear relationship between box office through analyze sentimental words according to box office performance.

Discovering abstract structure of unmet needs and hidden needs in familiar use environment - Analysis of Smartphone users' behavior data (일상적 사용 환경에서의 잠재니즈, 은폐니즈의 추상구조 발견 - 스마트폰 사용자의 행동데이터 수집 및 해석)

  • Shin, Sung Won;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.169-184
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    • 2017
  • There is a lot of needs that are not expressed as much as the expressed needs in familiar products and services that are used in daily life such as a smartphone. Finding the 'Inconveniences in familiar use' make it possible to create opportunities for value expanding in the existing products and service area. There are a lot of related works, which have studied the definition of hidden needs and the methods to find it. But, they are making it difficult to address the hidden needs in the cases of familiar use due to focus on the new product or service developing typically. In this study, we try to redefine the hidden needs in the daily familiarity and approach it in the new way to find out. Because of the users' unability to express what they want and the complexity of needs which can not be explained clearly, we can not approach it as the quantitative issue. For this reason, the basic data type selected as the user behavior data excluding all description is the screen-shot of the smartphone. We try to apply the integrated rules and patterns to the individual data using the qualitative coding techniques to overcome the limitations of qualitative analysis based on unstructured data. From this process, We can not only extract meaningful clues which can make to understand the hidden needs but also identify the possibility as a way to discover hidden needs through the review of relevance to actual market trends. The process of finding hidden needs is not easy to systemize in itself, but we expect the possibility to be conducted a reference frame for finding hidden needs of other further studies.