• 제목/요약/키워드: Screen Design

검색결과 1,077건 처리시간 0.028초

Blazed $GxL^{TM}$ Device for Laser Dream Theatre at the Aichi Expo 2005

  • Ito, Yasuyuki;Saruta, Kunihiko;Kasai, Hiroto;Nshida, Masato;Yamaguchi, Masanari;Yamashita, Keitaro;Taguchi, Ayumu;Oniki, Kazunao;Tamada, Hitoshi
    • Journal of Information Display
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    • 제8권2호
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    • pp.10-14
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    • 2007
  • A blazed $GxL^{TM}$ device is described as having high optical efficiency (> 70% for RGB lasers), and high contrast ratio (> 10,000:1), and that is highly reliable when used in a large-area laser projection system. It has a robust design and precise stress control technology to maintain a uniform shape (bow and tilt) of more than 6,000 ribbons, a $0.25-{\mu}m$ CMOS compatible fabrication processing and planarization techniques to reduce fluctuation of the ribbons, and a reliable Al-Cu reflective film that provided protection against a high-power laser. No degradation in characteristics of the GxL device is observed after operating a 5,000- lumen projector for 2,000 hours and conducting 2,000 temperature cycling tests at $-20^{\circ}C$ and $+80^{\circ}C$. At the 2005 World Exposition in Aichi, Japan the world's largest laser projection screen with a size of 2005 inches (10 m ${\times}$ 50 m) and 6 million pixels (1,080 ${\times}$ 5,760) was demonstrated.

한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로 (Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use)

  • 주지혁
    • 디지털융복합연구
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    • 제14권1호
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    • pp.379-386
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    • 2016
  • 본 연구는 현대인의 주요한 시간보내기 수단으로 자리 매김하고 있는 스마트폰 게임행위를 우리나라 대학생을 대상으로 경험적으로 탐색하였다. 스마트폰 게임은 작은 스크린 크기와 정교하지 않은 조작 인터페이스로 인해 컴퓨터 게임에 비해 이용자에게 불편한 게임이다. 이러한 불리한 상황을 극복하기 위하여 스마트폰 게임은 게임 인터페이스 설계에 있어서 간명성으로 대표되는 미니멀리즘적 요소를 도입하고 있다. 본 연구는 스마트폰 게임의 간명 성이 인지적 용이성, 즐거움, 플로우 및 이용의도에 어떠한 영향을 미치는지를 PLS(partial least square) 경로모형분석을 통해 탐색한다. 연구결과를 요약하면, 인지적 용이성-플로우 경로를 제외한 제안된 모든 가설들이 유의한 것으로 나타났다. 이러한 결과는 게임 개발에 있어서 이용자 편의 중심의 인터페이스와 이용자의 경험을 고려할 필요가 있 음을 말해준다. 마지막으로 미래 연구를 위한 함의와 제언을 제시하였다.

Pharmacophore Design for Anti-inflammatory Agent Targeting Interleukin-2 Inducible Tyrosine Kinase (Itk)

  • Chandrasekaran, Meganathan;Sakkiah, Sugunadevi;Thangapandian, Sundarapandian;Namadevan, Sundaraganesan;Kim, Hyong-Ha;Kim, Yong-Seong;Lee, Keun-Woo
    • Bulletin of the Korean Chemical Society
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    • 제31권11호
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    • pp.3333-3340
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    • 2010
  • A three dimensional pharmacophore model was generated for the molecules which are responsible for anti-inflammatory activities targeting Interleukin-2 inducible tyrosine kinase (Itk). 16 structurally diverse molecules were selected as training set to generate the hypotheses using Discovery Studio v2.1. The best hypothesis, Hypo1, comprises two hydrogen bond acceptor (HBA), one hydrophobic aromatic (HA), one ring aromatic (RA) and shows high cost difference (63.71), high correlation coefficient (0.97) as well as low RMS deviation (0.81). Hypo1 has been further validated toward a test set, decoy set and Fischer's randomization method. Furthermore, Hypo1 was used to screen NCI and Maybridge databases. Finally, 2 hit molecules were identified as potential leads against Itk, which may be useful for future drug development.

승용차 글라스루프를 활용한 어린이용 별자리 콘텐츠 디자인 (Design of Constellation Content for Children Applied to Car Glass Roof)

  • 최종훈;정수영;최유미;권민정
    • 한국콘텐츠학회논문지
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    • 제13권7호
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    • pp.141-149
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    • 2013
  • 최근 캠핑 등 가족단위 여가생활이 늘어나게 되면서 어린아이들이 차를 타고 이동하는 횟수가 잦아지고 그에 따라 차 안에서 머무는 시간이 길어지게 되었다. 신체활동이 활발한 어린이들은 자동차 탑승 시 공간의 제약과 안전상의 이유로 움직임에 제한을 받고 있다. 한정된 공간에서 오랫동안 머무는 것에 대한 지루함과 답답함을 해소하기 위해 국내외 자동차 업체들은 넓은 시야 확보가 가능한 글라스루프를 적용한 차들을 선보이고 있다. 또한 IT기술이 접목된 스마트카 연구와 도어창문을 디스플레이로 활용하는 연구가 진행되고 있는 것을 보면 글라스루프도 스크린으로 활용될 수 있는 잠재가능성이 충분하다 할 수 있다. 이에 본 연구에서는 차량 내 디스플레이 적용 사례와 스마트 기기용 별자리 애플리케이션을 벤치마킹하고, 자가용으로 이동이 잦은 부모와 어린이를 대상으로 사용자 조사를 실시하여 어린이를 고려한 별자리학습 콘텐츠의 차량 글라스루프 적용 방식과 기본적인 인터랙션 방식을 도출, 제안하였다.

센서기술을 활용한 야구시뮬레이션 게임 개발을 위한 설계 (Design of Baseball Simulation Game Development Using Sensor Technology)

  • 김도관;남수태;진찬용
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.199-201
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    • 2013
  • 골프존과 같이 스포츠가 가지는 활동성과 게임의 흥미요소를 결합한 '스포테인먼트'는 시간과 지리적 제약이 비교적 작다는 점에서 앞으로 새로운 비즈니스 아이템으로 많은 발전가능성을 가지고 있다고 볼 수 있다. 본 연구에서는 센서 기술을 활용하여 야구 시뮬레이션 게임 개발을 목표로 1차적으로 투구분석과 타자의 스윙분석을 할 수 있는 시스템 개발을 위한 설계를 제안하고자 한다. 주요 기능으로는 스피드건을 통한 구속의 측정이 아닌 센서의 작동 시간을 통해 구속을 측정하고 투구의 궤적을 추적하는 기능을 그래픽으로 재구현하고, 이와 유사한 방법을 통해서 타자의 스윙 및 타구의 추적 기능을 제안하고자 한다. 이 야구시뮬레이션 게임은 성공적인 비즈니스 아이템으로 성장한 골프존과 같이 스포츠와 게임을 결합한 "실내 스포테인먼트"의 하나로 발전할 것으로 예상된다.

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물방울무늬의 간격이 의복이미지에 미치는 영향 - 원피스드레스를 중심으로 - (The Influence of the Interval of Polka Dots on the Image of Clothes - Focused on One-Piece Dress -)

  • 최혜원;류숙희
    • 한국의류산업학회지
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    • 제9권3호
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    • pp.278-285
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    • 2007
  • The purpose of this study is the image of clothing according to the change of the dots' interval was analyzed and its influence on the formation of the image of polka dots clothing was investigated. White waterdrop patterns were designed on the 12 kinds of black texture using Photoshop and CAD program in regular arrangement of diamond figure, composed of white waterdrop(0.5 cm, 1.0 cm, 1.5 cm and 2 cm in diameter) and interval(diameter : interval - 1 : 1, 1 : 2, 1 : 4). Applying above specification, the photograph stimulus of 12 kinds of X-line one-piece dress with wide square neckline and without sleeve or detailed ornament was presented on a screen in the same size as when putting it on. The image of polka dots clothes was investigated by questionnaire survey. The object of the study was 320 females aged between 16 and 29. Factor analysis, one-way ANOVA, Scheff$\acute{e}$ verication and two-way ANOVA using SPSS 10.0 were carried out for data analysis. The research finding are as follows. First, the image of polka dots clothing consists of 4 factors as aesthetics, brevity, dynamism and lightweight. Secondly, the interval of the dot has a great influence on the formation of the image of polka dots clothing. Lastly, the evaluations of the image of polka dots clothing were different depending on the age and physical image, the personal characteristics of the object of investigation.

Effects of Robot-Mediated Gait Training Combined with Virtual Reality System on Muscle Activity: A Case Series Research

  • Heo, Seoyoon;Kim, Mooki;Choi, Wansuk
    • 국제물리치료학회지
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    • 제11권2호
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    • pp.2021-2027
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    • 2020
  • Background: Previous robot-mediated gait training has been proven several limitations such as pointless repeated motion training, decreased presence, etc. In this research, adult stroke patients were participated in robot-mediated gait training accompanied with or without virtual reality program. Objectives: Exploring whether the results indicated virtual reality system has contribution to muscle strength and balance ability. Design: A case series research, cross-over trial. Methods: Eleven participants (male 4, female 7) with adults diagnosed as stroke from medical doctor ware engaged. The participants received 2 treatment sessions of identical duration, robot-assisted gait training with virtual reality and robot-assisted gait training with screen-off randomly crossed over include 1-day for each person of wash-out period. The parameter was muscle activity, the researchers assessed sEMG (surface electromyography). Results: The result showed less muscle activities during training in robot-assisted gait training with virtual reality circumstances, and these indicated muscles were gluteus medius muscle, vastus medialis muscle, vastus intermedius and vastus lateralis muscle, semimembranosus muscle, gastrocnemius-lateral head, and soleus muscle (P<.05). Conclusion: In this study, we analyzed the outcome of muscle activity for clinical inference of robot-assisted gait training with virtual reality (VR). Less muscle activity was measured in the treatment accompanied by VR, therefore, a more systematic, in-depth and well-founded level of follow-up research is needed.

스테레오 비전을 이용한 저전력 적외선 멀티 터치스크린 컨트롤러의 설계 (Design of an Infrared Multi-touch Screen Controller using Stereo Vision)

  • 정성완;권오준;정용진
    • 대한전자공학회논문지SD
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    • 제47권2호
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    • pp.68-76
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    • 2010
  • 최근 터치스크린 기술은 인간이 컴퓨터와 대화할 수 있는 주요 도구로서 급진적인 발전을 이루고 있다. 이 사용자 친화적인 인터페이스는 휴대폰에 이어 데스크탑, TV와 같은 대형스크린 시장까지 확산되어가고 있지만 기존의 저항막방식, 정전용량방식, 초음파방식 등은 기술 및 비용문제로 인하여 중 대형스크린에 적용하기 힘들다. 따라서 본 논문에서는 적외선과 라인스캔 이미지센서를 이용하여 간단하고 저렴한 비용으로 중 대형스크린에 적용할 수 있는 광학 영상 터치스크린 솔루션을 소개하고 이 기술이 갖는 문제점과 해결방안을 제시한다. 멀티 포인트를 추출하기 위한 주요 알고리즘은 범용프로세서를 이용하여 구현 시 약 34ms(29fps)가 소요되었으며 이는 휴먼인터페이스 디바이스로 사용되기에는 불충분하였다. 이를 해결하기 위하여 본 논문에서는 신호처리 및 좌표추출연산을 위한 하드웨어를 설계하여 성능을 향상시키고 광학 영상 터치스크린이 갖는 문제점을 소프트웨어에서 효율적으로 처리할 수 있도록 하였다. 설계한 터치스크린 컨트롤러의 PSM(Power Saving Mode)은 1.8Wh의 적외선 소비에너지를 0.0072Wh 까지 개선하였으며 60인치 대형스크린에서 2개의 실제 좌표를 200fps 속도로 연산해낸다.

치매예방 프로그램 운영 및 효과검증 연구 (A Study on the Application of a Dementia Prevention Program and Its Effect Test)

  • 황옥남;윤숙례;황혜연;남기석
    • 재활간호학회지
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    • 제5권2호
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    • pp.156-165
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    • 2002
  • The objective of this study was to apply a dementia prevention program to the subjects who were suspected of dementia and test its effect. This study was one group pretest-posttest design. The dementia prevention program was applied for 20 weeks to the 19 subjects who were suspected of dementia after a screen test among 638 subjects enrolled in 10 senior citizen's centers in G city. The scores of self-efficacy, cognition, quality of life were measured before and after the program. The data collected were analyzed using a SPSS (statistical analysis system) program, and frequencies, averages and standard deviations were obtained. The differences of the scores of the pretest and posttest were analyzed with Mann-Whitney test and sign test. The results were as follows: 1. After the program, the average score of self-efficacy was increased from 75.31 (standard deviation 11.99) to 84.26 (standard deviation 13.92). 2. There are no differences between the average scores of physical and psychological quality of life, however, the average score of social quality of life was slightly increased from 2.25 (standard deviation 0.40) to 2.53 (standard deviation 0.43), and the overall score of social quality of life was low. 3. The average score of cognition was significantly increased from 21.00 (standard deviation 2.60) to 24.58 (standard deviation 3.37), thus, it was found that the program was effective to improve the cognition level. 4. The score differences of self-efficacy, quality of life, cognition between the pretest and posttest were statistically significant. 5. The score differences of quality of life between the pretest and posttest were found to be dependent on marital status, exercise and regular checkup yes or no. In conclusion, the program was effective to prevent the subjects suspected of dementia from dementia.

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스포츠웨어 브랜드의 웹사이트 색채 특성 분석 (A Study of the Color Characteristics of the Websites of Sportswear Brands')

  • 문지영;김지연;조주연;이규혜
    • 복식문화연구
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    • 제19권4호
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    • pp.794-804
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    • 2011
  • With increases in the amount of spare time by many and with increased social interest in health, the sportswear market is steadily growing. Thus, sportswear companies are putting more effort into developing their websites for differentiation strategies. It is possible to deliver effective images with the use of proper colors in websites. This study aimed to analyze the colors of websites of sportswear brands' and to compare their characteristics. Thirty-seven brands were chosen and classified into three groups: active sportswear, outdoor wear and golf wear. 168 color samples in total as main colors, sub-colors and accent colors were collected from the first screen of each websites. The colors were analyzed by Musell's 10 hues and by the 12 tone classifications of PCCS. The results indicated that white is the color most often used as the main color and sub-color on these websites. There were differences among the colors of the three groups. Both active sportswear and outdoor wear have a similar tendency in terms of their use of colors and tones, while golf wear is different from these two groups. Active sportswear websites and outdoor wear websites frequently used red and vivid, bright tones for their accent colors. In comparison, Green Yellow and light grayish tones were most commonly used as accent colors in golf wear websites.