• Title/Summary/Keyword: Screen Design

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Basic Study on the Regenerator of Stilting Engine (III) - Heat Transfer and Flow Friction Characteristic of the Regenerator with Combined Wire-mesh Matrix - (스털링 기관용 재생기에 관한 기초 연구 (III) - 복합메쉬 철망을 축열재로 한 재생기의 전열 및 유동손실 특성 -)

  • Lee S. M.;Kim T. H.
    • Journal of Biosystems Engineering
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    • v.30 no.4 s.111
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    • pp.195-201
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    • 2005
  • The output of Stirling engine is influenced by the regenerator effectiveness. The regenerator effectiveness is influenced by heat transfer and flow friction loss of the regenerator matrix. In this paper, in order to provide a basic data for the design of regenerator matrix, characteristics of heat transfer and flow friction loss were investigated by a packed method of matrix in the oscillating flow as the same condition of operation in a Stirling engine. As matrices, several kinds of combined wire screen meshes were used. The results are summarized as follows; The packed meshes with high mesh no. in the side of heater part of regenerator showed effective than the packed meshes with low mesh no. in the side of cooler part of regenerator. The temperature difference and pressure drop of the regenerator were not made by the specific surface area of wire screen meshes but by the minimum free-flow area to the total frontal area. Among the No. 150 single screen meshes, 200-60 combined meshes, the 200-150-100 combined meshes showed the highest in effectiveness.

Expressed Follow Pan's real expression study in a long piece Japanese Animation (일본 장편 애니메이션 작품에 표현된 Follow Pan의 실재감 표현연구)

  • Kim Jea-Ho
    • Journal of Science of Art and Design
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    • v.8
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    • pp.45-61
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    • 2005
  • The 2D animation screen is a screen work that is produced on the plane. So, it is superficial in terms of space. Therefore, we expressed via picture technique that uses the movement of camera and back-ground in order to recreate the image of realistic feeling that has multiple effect. Though all multiple-effects were expressed realistically in the early Disney animation of the United States, Japan used the expression of Follow Pan profoundly to provide the animation with economic expression of picture and the depthof screen in order to realize a new technical expression of limited animation while it was producing TV series works in 1960s. Now it is positively expressed even in the United States, too. This study tries to analyze the example that applied the long piece works of Japan which was expressed via the Follow Pan, that is, the movement of camera, to the real approach.

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An Authoring Tool for Hangul Soft Keyboard in Android (안드로이드 한글 소프트 키보드 저작 도구 구현)

  • Hwang, Kitae;Jung, In-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.225-234
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    • 2015
  • Most mobile devices such as smartphones and tablets have a soft keyboard implemented on the LCD touch screen to receive text inputs from the user. Because the size of the LCD screen is small, many efforts are going on to develop efficient soft keyboard with less key buttons. Especially, Hangul soft keyboard needs much time, effort, and deep software technology in developing an Hangul automata program module. This paper introduces design and implementation details of our authoring tool for Hangul soft keyboard running in Android. The tool supports the user to build an unique soft keyboard easily. The authoring tool downloads the soft keyboard app to the user's smartphone and makes it run immediately.

A Study on N-Screen Convergence Application with Mobile WebApp Environment (모바일 웹앱 환경에서의 N-스크린 융합 활용에 관한 연구)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.6 no.2
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    • pp.43-48
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    • 2015
  • Web 2.0/3.0 in accordance with the evolution of information technology environment to meet the expansion needs to order, a wide range of mobile internet devices spread in mobile app, mobile web, mobile webapp and hybrid app environment that is based on all the information technology industry in the mobile painter been progressing rapidly. However, the need to gradually ensure compatibility of mobile services in the life cycle of the appearance and reality of these devices is becoming increasingly diverse mobile devices has emerged shortened. Therefore, in this study to suggest the best infographics design the structure and framework of the future mobile environment through a study of the use of the N-Screen convergence in mobile wepapp environment.

The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Velocity and Flow Friction Characteristic of Working Fluid in Stirling Engine Regenerator (II) - Flow Friction Characteristic of Working Fluid in Stirling Engine Regenerator - (스털링기관 재생기내의 작동유체 유속 및 마찰저항 특성(II) - 작동유체 유동마찰저항 특성 -)

  • Kim, T.H.;Choi, C.R.
    • Journal of Biosystems Engineering
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    • v.33 no.1
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    • pp.1-6
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    • 2008
  • The output of the Stirling engine is influenced by the regenerator effectiveness. The regenerator effectiveness is influenced by heat transfer and flow friction loss of the regenerator matrix. In this paper, in order to provide basic data for the design of regenerator matrix, characteristics of flow friction loss were investigated by a packed method of matrix in the oscillating flow as the same condition of operation in a Stirling engine. As matrices, two different wire screens were used. The results are summarized as follows; 1. With the wire screen of No. 50 as regenerator matrices, pressure drop of working fluid of the oscillating flow is shown as 3 times higher than that of one directional flow, not too much influenced by the number of packed meshes. 2. With the wire screen of No. 100 as regenerator matrices, pressure drop of working fluid of the oscillating flow is shown as 2.5 times on the average higher than that of one directional flow, not too much influenced by the number of packed meshes. 3. Under one directional flow which used regenerator matrices with both 200, 240, and 280 wire screens of No. 50 and 320, 370, and 420 wire screens of No. 100, the relationship between the friction factor and Reynold No. is shown as the following formula. $$f=\frac{0.00326639}{Re\iota}-1.29106{\times}10^{-4}$$ 4. Under oscillating flow which used regenerator matrices with both 200, 240, and 280 wire screens of No. 50 and 320, 370, and 420 wire screens of No. 100, the relationship between the friction factor and Reynold No. is shown as the following formula. $$f_r=\frac{0.000918567}{Re\iota}+1.86101{\times}10^{-5}$$ 5. The pressure drop is shown as high in proportion as the number of meshes has been higher, and the number of packed wire screens as matrices increases.

Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface (3차원 가상 색채 환경 상에서 사용자의 감성적 인터랙션에 관한 연구)

  • Oprean, Danielle;Yoon, So-Yeon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.789-796
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    • 2010
  • The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.

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Taguchi's Robust Design Method for Optimization of Grinding Condition by Hammer Mill (다구치 방법을 활용한 해머밀 분쇄공정의 최적화 연구)

  • Choe, Hong-Il;Kim, Byoung-Gon;Park, Chong-Lyuck;Jeong, Soo-Bok;Jeon, Ho-Seok;Jang, Hee-Dong
    • Journal of the Mineralogical Society of Korea
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    • v.23 no.3
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    • pp.219-225
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    • 2010
  • Optimal grinding condition was examined by changing only the size of screen opening with fixing other factors to produce coal fines of particle sizes required for circulating fluidized bed gasifier. At least 85 wt% of the coal particles should fall into the size range of 0.045~1.0 mm for efficient gasification. In this study, hammer mill was used to grind Chinese low rank lignite coal following grinding condition designed by Taguchi method. The analysis of signal to noise ratio showed that optimum grinding condition for the gasifier was 3 mm in primary screen size and 1.3 mm in secondary screen size on the 95% level of significance.

A Study on Multi-resolution Screen based Conference Broadcasting Technology (멀티 해상도 스크린 기반의 컨퍼런스 중계방송 기술 연구)

  • Kim, Young-ae;Yang, Ji-hee;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.253-260
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    • 2018
  • Personalized media broadcasting services can produce their own broadcasting contents with a variety of creative themes if they have just a transmission platform and devices that can obtain videos and voices of producers without the existing expensive equipment. In this paper, we develop and implement a new broadcasting system by applying this service framework to events such as seminars or academic conferences. The devices can be installed at each conference rooms and the integrated system transmitted to users. They can watch via their multi-resolution screen, such as smart-phones, laptops, and tablet PCs. It has the advantage of being able to receive real-time streaming and VOD services as well as additional information related to the conference. It is expected to provide convenience by allowing attendees to access the information via their devices, thereby creating an impact on participation and the underlying technology for the future research.