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1

4,000원

최근 기술의 발전의 의하여 다양한 스마트기기들의 제품 출시가 이어지고 있고, HD급 해상도를 넘어서 UHD 급 해상도를 갖는 TV도 최근에 출시되었다. 이러한 제품으로 인하여 디지털 영상콘텐츠 제작을 위한 해상도가 매년 증가하는 추세이고, 다양하게 출시되는 제품들 외에도 그 기능과 특성에 맞도록 새롭게 제작된 뉴미디어 디스플레이들 이 점차 늘어나고 있다. 이러한 디스플레이는 피지컬 컴퓨팅 기술에 의하여 대형화, 조형화, 입체화 등 다양한 형식을 갖는 디스플레이의 플랫폼으로 확장으로 나타나고 있다. 따라서 본 연구에서는 NUI(Natural User Interface) 기술을 차 용하여 고객의 니즈가 반영된 제품을 광고할 수 있는 디스플레이 플랫폼을 연구한다. 이를 위해서 피지컬 컴퓨팅 (Physical Computing) 기술기반의 이론적 배경을 탐구하고, 물리적 디스플레이의 사례를 분석한다. 그리고 참여한 관 객의 손동작에 반응하는 모터기반 다중 디스플레이 시스템 개발하는 과정과 결과물을 제시하여 UX 기반 기술이 적용 된 디스플레이 디자인을 도출한다.

Due to recent technology’s developments, various smart devices are being launched, and TV with UHD resolution that goes beyond HD resolution was recently launched as well. Due to these products, resolution for video content production is increasing every year and aside from products that are being launched diversity, new media display produced newly to fit its functions and characteristics are increasing as well. This display works by expansion through the platform of display that has different forms with characteristics of size, expressions, and dimensions which were made possible with physical computer technology. Therefore, this research will study the display platform that can advertise products that reflect the needs of customers be borrowing NUI(Natural User Interface) technology. To do this, it will study the theoretical background of physical computing technology basis and analyze case of physical display. And by suggesting the process and result of developing motor based multi-display system the reacts to the participating audience’s hand motion movements, draw display design applied to UX based technology.

2

A Multi-Application Controller for SAGE-enabled Tiled Display Wall in Wide-area Distributed Computing Environments

Fujiwara, Yuki, Date, Susumu, Ichikawa, Kohei, Takemura, Haruo

[Kisti 연계] 한국정보처리학회 Journal of information processing systems Vol.7 No.4 2011 pp.581-594

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Due to the recent advancement of networking and high-performance computing technologies, scientists can easily access large-scale data captured by scientific measurement devices through a network, and use huge computational power harnessed on the Internet for their analyses of scientific data. However, visualization technology, which plays a role of great importance for scientists to intuitively understand the analysis results of such scientific data, is not fully utilized so that it can seamlessly benefit from recent high-performance and networking technologies. One of such visualization technologies is SAGE (Scalable Adaptive Graphics Environment), which allows people to build an arbitrarily sized tiled display wall and is expected to be applied to scientific research. In this paper, we present a multi-application controller for SAGE, which we have developed, in the hope that it will help scientists efficiently perform scientific research requiring high-performance computing and visualization. The evaluation in this paper indicates that the efficiency of completing a comparison task among multiple data is increased by our system.

3

다중 참여자 가상환경에서의 촉각상호작용기술

최혁렬, 류성무

[Kisti 연계] 한국정밀공학회 한국정밀공학회지 Vol.16 No.5 1999 pp.112-123

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Virtual reality is becoming a powerful tool for various applications such as training, entertainment, surgery, tele-robotics etc. One potential use for virtual reality is to allow several users to interact in a single virtual environment, for example several students sitting in front of different computers connected over a network. In this paper, we present a loosely coupled architecture of haptic display in the multi-user virtual world. The method of controlling haptic devices as well as the way of configuring individual haptic display system are addressed. We will develop an experimental virtual reality system for two remote users and conclude with an experimental work for the task of a multi-player ping-pong and grasping of a common object.

4

낙뢰보호를 고려한 항공기용 다목적 디스플레이 설계

천영호, 이승필, 박준현

[Kisti 연계] 한국항행학회 한국항행학회논문지 Vol.18 No.5 2014 pp.445-454

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 논문에서는 다목적 디스플레이의 인증 과정에서 수행 했던 시험 중 간접 낙뢰의 영향성을 검증하기 위한 RTCA DO-160 F, Section 22 시험 수행을 위한 대책 설계 내용 및 시험 과정을 소개한다. 낙뢰 유도 전압은 항공기 전기 전자장비의 기능 장애또는 손상을 가져다 주는 데 이것을 낙뢰의 간접영향이라 한다. 이러한 항공기의 낙뢰 간접영향으로부터 항공전자장비를 보호하기 위해서는 항공기에 대한 낙뢰의 영향과 항공기 내부 시스템을 분석하고 해당 부품에 대한 위협 내용에 대한 보호 설계가 필요하다. 본 논문에서는 이와 같은 항공기용 다목적 디스플레이의 낙뢰에 대한 보호를 위하여 대책 수준을 결정을 위한 RTCA DO-160 F, Section 22 category 선정 방법 및 선정된 레벨에 따른 부품 선정 방법 등을 소개한다. 또한 선정된 부품의 설계 유효성을 확인하기 위하여 실제 시험 과정을 소개한다. 이와 같은 각 단계별 과정 소개를 통하여 향후 개발 예정인 항공전자 장비에 대한 낙뢰 대책 설계의 좋은 사례가 될 것으로 예상한다.

In this paper, we introduce measures designed content for RTCA DO-160 F, Section 22 tests performed to verify the effects of indirect lightning and testing process of the test was carried out in the multi-purpose display certification process. This is referred to as indirect effects of lightning capability of an aircraft having electrical electronic equipment failure or damage to bring lightning induced voltages. In order to protect the avionics from lightning indirect effects of these aircraft are analyzing the effects of lightning strikes on aircraft and aircraft systems and interior design needs protection against the threat on their part. In this paper, we introduce RTCA DO-160 F, component selection process according to Section 22 category selection method and the selected level for determining the level of such measures for protection against lightning of multipurpose display for this aircraft. It also introduces the actual test process to confirm that the designed effectiveness of the selected part. We expect a good example of the lightning planned for future development of measures designed avionics through each step of the process introduced this.

5

동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구

홍성대

[Kisti 연계] 한국디지털콘텐츠학회 디지털콘텐츠학회 논문지 Vol.18 No.1 2017 pp.123-132

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

물리적 디스플레이 기술은 인간이 열망하는 궁극의 디스플레이 기술로서 전 세계가 레이저, 플라즈마 및 반사판 등을 이용한다. 또한 양한 입체 디스플레이 기술개발을 활발하게 진행하고 있으나 광학식으로 인한 주변광의 영향, 밝기 등으로 온전한 물리적 표현에는 한계가 존재한다. 본 논문에서는 기존의 광학식과는 다른 물리적 변형을 이용한 디스플레이 기술을 문화 감성적인 측면의 접근법으로 다가선다. 2차원 평면적인 디지털 사이니즈의 한계를 극복하여 물리적으로 다변화되는 스크린 위에 동적 영상을 투사하여 3차원 실감 입체 이미지를 만들어 낼 수 있는 카멜레온(다변)형 디스플레이 기술을 개발하고 이를 이용한 영상, 전시 및 공연에 적용이 가능한 방법을 연구하고자 한다.

The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

6

4,000원

노인을 위한 문화·여가 활동 서비스에 대한 수요는 늘어나고 있다. 대표적인 문화·여가 활동 중 TV 방송과 온라인 미 디어 시청은 빠르게 늘어나고 있으며 실감 영상을 이용한 양질의 서비스 요구도 커지고 있다. 고해상도 디스플레이 장치는 대 중화 되어 가격이 예전에 비해 저렴해지고 있으며 다면 영상 구현을 위한 하드웨어도 쉽게 구성할 수 있다. 하지만 노인의 신 체적, 정신적 특성이 반영된 고해상도 다면 영상은 보기 쉽지 않다. 이번 연구는 고령층 노인인구를 대상으로 멀티스크린을 이용한 콘텐츠 제작 모델과 접근성이 가능한 촬영 방법을 제시하였다. 본 연구를 바탕으로 실감 영상 기술을 활용한 노인 문 화·여가 활동을 위한 다양한 콘텐츠를 적극적으로 개발함으로써 고령 친화 산업 육성에 크게 이바지할 수 있을 것으로 기대한다.

There have been more demands for the culture and leisure activity services in the industry friendly to older adults. Of these culture and leisure activities, the activity of their watching TV programs and online media content has been on the increase. High-resolution display devices have become popular and are cheaper than before, and hardware for realizing multi-dimensional images can be easily configured. However, it is not easy to view high-resolution multi-dimensional images that reflect the physical and mental characteristics of the elderly. It is expected that the results of this study contributes to developing a variety of content for older adults’ culture and leisure activities with the use of reality image technology and promoting the industry friendly to older adults by developing.

7

4,000원

It In order to express various doctors in real time in industrial field and outdoor advertisement, we intend to implement image processing based image conversion output LED display board system. In recent years, the importance of intuitive communication using images rather than expressions of simple sentences has increased. Therefore, there is a demand for a system capable of outputting real-time information rather than simply outputting input information for communication. To solve this problem, the system is designed to solve the problem of mapping the image to the LED display board which can not output various images and to convert the image into a form capable of outputting images, Respectively. Therefore, in this paper, it is possible to output various stored images differently from the existing electric signboard by storing the component based image image using the reusable mind map. By managing the processing of characters and images to be outputted by the server, We propose a system that focuses on reducing the load on the system.

8

4,000원

타일드 디스플레이는 여러 대의 모니터와 컴퓨터를 활용하여 저렴한 가격으로 다수의 사용자들이 함께 사용가능한 고해상도 대형 디스플레이를 구축할 수 있어서 과학적 가시화나 협력적 작업 공간 등 다양한 분야에서 활용되고 있다. 그러나 기존의 타일드 디스플레이는 사용자 인터랙션 방식이 불편하여 단순히 일방적인 정보전달을 위주로 사용되어 왔다. 본 연구에서는 여러 사용자들에게 공용으로 쓰이는 타일드 디스플레이에 모션센서와 터치 인터랙션을 제공하는 스마트폰을 개인별 인터페이스 장치로 제공하여 기기 간의 자연스러운 서비스 연동이 가능한 플랫폼을 보여주는 Insect Safari 게임을 개발하였다. 이 논문에서는 먼저 Insect Safari 게임의 기획의도와 게임 방법을 설명하고, 구체적인 게임 설계 및 구현과 모바일 장치에서의 인터랙션 방법에 대해 상세히 기술한다. 그리고 이 게임을 공공장소에 설치하여 여러 사용자들이 게임플레이를 하면서의 반응을 분석하고 추후 연구방향에 대해 논한다.

Tiled display is constructed with the array of low-cost multiple monitors driven by clustered computers to generate a high-resolution large display which can be used for many users interacting simultaneously, and hence it is used in a variety of application domains, such as scientific visualization and collaborative workspace. However, most of the tiled displays are used for one-way broadcasting the information due to limited user interactions. In this research, the Insect Safari game is developed as a new game platform that provides a service between the tiled display as a common display for multiple users and the smart phones as their personal interface devices. In this paper, we first describes the objective of this game design and its synopsis. It also explains the detail design and implementation of this game as well as the mobile device interaction mechanisms. It then discusses the user evaluation by observing people playing the Insect Safari game in a public area and their reactions to this game, followed by some improvements and future research directions.

9

4,000원

In recent years, the interactive systems with large display have been on the rise, and research on these systems is increasing. While prior research has explored various interaction techniques and input devices developed for large display, it focused on interaction devices used at specific distances from the display. This research introduces a multi-scale user interaction approach that utilizes a multi-touch screen, freehand gestures and mobile interfaces to help users seamlessly interact with the interactive system regardless of their distance from the display. An experiment was conducted to evaluate how users adopted the multi-scale user interaction to more effectively perform various user interaction tasks. The result showed that the multi-scale user interaction helped users improve their overall task performance. It also found that users tended to utilize different multi-scale user interfaces to complete different kinds of tasks.

10

4,000원

최근 개발된 테이블탑 시스템들은 컴퓨터 게임의 장점을 살리면서 동시에 전통적인 보드 게임 환경을 재현할 수 있는 장점이 있다. 그리고 이러한 시스템들은 사람들이 많이 모이는 장소에서 기존의 테이블 축구나 핀볼 기계 같은 아날로그 게임 시스템들을 대체하게 될 것이다. 하지만 이러한 테이블탑 시스템들은 그 확장성이 제한되기 때문에 여러 사람이 동시에 게임을 즐기는 것이 어렵다. 따라서 더 많은 사용자들이 게임을 함께 즐기고 상호작용에 참여할 수 있는 물리적인 공간과 고해상도 디스플레이 환경을 지원하기 위해서는 테이블탑 시스템의 규모를 유연하게 확장할 수 있어야 한다. 본 연구에서는 여러 개의 단일 타일드 테이블탑 시스템을 서로 동적으로 연결하여 하나의 초대형 통합 시스템을 구성함으로써 보다 확장된 게임 개발을 지원하는 프레임워크를 개발하였다. 본문에서는 기존 테이블탑 환경의 게임 플랫폼 기술들을 살펴 본 후에, 본 프레임워크의 설계 및 개발 내용에 대하여 상세히 설명한다. 그리고 유효성을 측정하기 위한 성능 평가에 대해서 기술한다.

Recently developed tabletop systems have advantages of not only providing the strength of the computer games but also the merits of the traditional board game environment. These tabletop systems would replace the analog gaming systems, such as table soccer or pinball machines located in many places. However, these systems do not usually allow many people to play together due to the limited extensibility and low-resolution screens. Thus, extensible display systems, which can provide the enough physical space and high-resolution to allow more people to enjoy games and participate into interactions are required. In this research, a new framework that allows building games that can be used on the distributed tabletop systems, which are connected over the network and works like a single integrated system, is built. In this paper, previous game platform technologies running on the tabletop systems will be reviewed. Then, the architecture and development of the new framework will be explained. Finally, evaluations of the framework will be discussed.

11

Implementation of UHD Interactive Media Art Work through Multi-touch Interface SCOPUS

Haehyun Jung, Dongjo Kim, Hyunggi Kim

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.87-96

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

In this study, in order to implement 9K (8960*720, 3840*1080) image in real time, interface was recognized by receiving 2 touch inputs and as its system processing result, image of 7K(8960*720) was displayed and media art work was implemented based on cube type multi display work of Gwangyang POSCO Technology Institute. UHD interactive media art through multi touch interface enables user setting based on display bezel and it could be utilized in a diversified way in the future.

12

The Introduction of building a Cylindrical Multi Display System by Game Engine SCOPUS

Hyungjin Jeon, Eeljin Chae, Hongsik Pak, Taesoo Yun

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.141-158

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

A new playground in which the interactive attributes of the game engine are applied has been created and its combination with a three-dimensional screen display, which is realized through the state-of-the-art technology, has become widely used. While the dome system has limits to extend its marketability due to its unnatural expression in three dimensions, there have been an increasing number of cases to install the system operated in the way to project through a cylindrical silver screen which makes it easier to realize the dimensional structures. The concept of a multi projector display and the principle of segmenting a 360-degree picture by dividing a frustum by angle, which is how the camera of a game engine is realized, are identical. In addition, the efficiency of the real-time rendering that utilizes a game engine with comparison to the rendering with the use of graphics software has been verified.

13

오츠 알고리즘을 활용한 무선인터넷 기반 임베디드 다중 LED 전광판 시스템 KCI 등재

장호민, 김의룡, 오세춘, 김신령, 김영곤

국제인공지능학회(구 한국인터넷방송통신학회) 한국인터넷방송통신학회 논문지 제16권 제6호 2016.12 pp.329-336

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

옥외광고 및 산업 현장에서는 실시간으로 다양한 의사를 표현하기 위하여 영상처리 기반 이미지 변환 출력 LED 전광판 시스템을 구현하려고 한다. 최근 각종 현장에서는 단순한 문장 표현이 아닌 이미지를 이용한 직관적인 의 사소통의 중요성이 커지고 있다. 따라서 의사소통을 위해 단순히 입력된 정보를 출력하는 것이 아닌 실시간 정보를 출 력할 수 있는 시스템이 요구되고 있다. 이를 위해 본 시스템은 다양한 임의의 이미지 출력이 불가능한 기존의 LED 전 광판에 이미지를 맵핑하는 문제를 해결하는 것과 이미지 출력이 가능한 형태로 변환하여 저전력의 LED를 활용하여 한 정된 자원 안에서 효율적으로 메시지와 이미지를 출력하도록 개발하였다. 따라서 본 논문에서는 LED 전광판을 무선 네트워크로 관리하고 마이크로 컨트롤러 중 하나인 ATmega2560과 Wi-Fi 모듈 및 서버와 안드로이드 어플리케이션 클라이언트를 통해 텍스트만 출력하는 기존의 전광판과는 달리 이미지 출력과 다양한 출력을 가능하게 하여 출력할 문 자와 이미지에 대한 처리를 서버에서 관리함으로서 이미지 출력에 필요한 여러 변환 과정에 생기는 부하를 줄이는데 초점을 맞춘 시스템을 제안한다.

In the outdoor advertising and industrial sites, are trying to implement the LED electric bulletin board system that is based on image processing in order to express a variety of intention in real time. Recently, in various field, rather than simple text representation, the importance of intuitive communication using images is increasing. Thus, instead of outputting the simple input information for communication, a system that can output a real-time information being sought. Therefore, the system is directed to overcoming by converting the problem of mapping an image on a variety of conventional LED display that can not be output images, the possible image output formats. Using an LED of low power, it has developed to output the efficient messages and images within a limited resources. This paper provides a system capable of managing the LED display on the wireless network. Atmega2560, Wi-Fi module, using the server and Android applications client, rather than printing a text only, it is a system to reduce the load generated image output character output in to the conversion process as can be managed by the server.

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지역의 관광지 및 문화를 체험 콘텐츠로 개발하는 방법 중 고화질의 비디오 영상을 대형 디스플레이에 표시 하는 게 일반적인 방식으로 체험자의 능동적 참여와 다른 지역의 영상 체험과의 특별한 차별성이 필요하게 된다. 본 논문은 단분자 OLED와 능동형을 사용하여 지역의 명소를 투명 OLED 듀얼 레이어 디스플레이 시스템과 확장형 영상 구현 및 증강형 인터렉션 기법을 융합하여 체험자에게 새로운 경험과 아름다운 명소에 직접 와 있는 것과 같은 현실감 있는 체험을 제공 한다. 본 논문에서는 영상의 레이어에 추가적인 영상 과 UI 레이어를 입혀 관광지 정보, 날씨, 지도, 숙박, 축제, 사진 자료 등을 영상과 함께 체험할 수 있도록 하였으며, 듀얼 레이어 시스템 외에 추가로 양단에 세로형 55인치 디스플레이를 보조적으로 각각 1대씩 추가 연동하는 멀티 디스플레이 시스템을 더해 체험자에게 웅장한 몰입감과 인터페이스 연동의 재미를 더할 수 있도록 구현하였으며, 투명 OLED 및 듀얼 레이어 패널과 3채널 멀티 영상 재생 기법을 활용하여 한 국의 전라남도 지역의 명소를 시공간의 제약 없이 상시 체험 가능한 증강형 체험 콘텐츠을 개발하였다.

Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

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Development of a Novel Cell Surface Attachment System to Display Multi-Protein Complex Using the Cohesin-Dockerin Binding Pair

Ko, Hyeok-Jin, Song, Heesang, Choi, In-Geol

[Kisti 연계] 한국미생물ㆍ생명공학회 Journal of microbiology and biotechnology Vol.31 No.8 2021 pp.1183-1189

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Autodisplay of a multimeric protein complex on a cell surface is limited by intrinsic factors such as the types and orientations of anchor modules. Moreover, improper folding of proteins to be displayed often hinders functional cell surface display. While overcoming these drawbacks, we ultimately extended the applicability of the autodisplay platform to the display of a protein complex. We designed and constructed a cell surface attachment (CSA) system that uses a non-covalent protein-protein interaction. We employed the high-affinity interaction mediated by an orthogonal cohesin-dockerin (Coh-Doc) pair from Archaeoglobus fulgidus to build the CSA system. Then, we validated the orthogonal Coh-Doc binding by attaching a monomeric red fluorescent protein to the cell surface. In addition, we evaluated the functional anchoring of proteins fused with the Doc module to the autodisplayed Coh module on the surface of Escherichia coli. The designed CSA system was applied to create a functional attachment of dimeric α-neoagarobiose hydrolase to the surface of E. coli cells.

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Prediction of Human Performance Time to Find Objects on Multi-display Monitors using ACT-R Cognitive Architecture

Oh, Hyungseok, Myung, Rohae, Kim, Sang-Hyeob, Jang, Eun-Hye, Park, Byoung-Jun

[Kisti 연계] 대한인간공학회 Journal of the ergonomics society of Korea Vol.32 No.2 2013 pp.159-165

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Objective: The aim of this study was to predict human performance time in finding objects on multi-display monitors using ACT-R cognitive architecture. Background: Display monitors are one of the representative interfaces for interaction between people and the system. Nowadays, the use of multi-display monitors is increasing so that it is necessary to research about the interaction between users and the system on multi-display monitors. Method: A cognitive model using ACT-R cognitive architecture was developed for the model-based evaluation on multi-display monitors. To develop the cognitive model, first, an experiment was performed to extract the latency about the where system of ACT-R. Then, a menu selection experiment was performed to develop a human performance model to find objects on multi-display monitors. The validation of the cognitive model was also carried out between the developed ACT-R model and empirical data. Results: As a result, no significant difference on performance time was found between the model and empirical data. Conclusion: The ACT-R cognitive architecture could be extended to model human behavior in the search of objects on multi-display monitors.. Application: This model can help predicting performance time for the model-based usability evaluation in the area of multi-display work environments.

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Multi-view Display with Hologram Screen using Three-dimensional Bragg Diffraction

Okamoto, Masaaki, Shimizu, Eiji

[Kisti 연계] 한국정보디스플레이학회 Journal of information display Vol.3 No.3 2002 pp.1-11

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Multi-view function is important to three-dimensional displays without dedicated glasses. It is the reason that the observers earnestly desire to change their positions freely. Multi-viewing is also principal to the reality of three-dimensional (3D) image displayed on the screen. The display of projection type has the advantage that the number of viewing points can be easily increased according to the number of projectors. The authors research on multi-view projection display with hologram screen. Powerful directionality of the diffracted beam from hologram screen is required unlike two-dimensional (2D) display. We developed a new method that all diffracted beams satisfied the same Bragg condition and became sufficiently bright to observe the 3D image under usual indoor light. The principle is based on the essential Bragg diffraction in the three-dimensional space. Owing to such three-dimensional Bragg diffraction we achieved an excellent hologram screen that could be multiple reconstructed in spite of single recording. This hologram screen is able to answer arbitrary numbers of viewing points within wide viewing zone. The distortion of 3D image becomes also sufficiently small with the method of dividing the cross angle between illumination and diffraction beam.

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Multi-line Display를 이용하는 제품의 메뉴 설계방안

유승무, 한성호, 곽지영

[Kisti 연계] 대한인간공학회 Journal of the ergonomics society of Korea Vol.15 No.1 1996 pp.1-14

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Menu-driven interfaces are frequently employed for user interfaces on many electronic products. Due to space constraint, a single or multi-line display is popularly used to show menu items unlike the software interfaces. Single or multi-line display present 8 .approx. 21. characters on an LCD screen and the user selects items using a series of button pushes. Multi-line displays are different from the single-line ones in the following aspects. First, they can present multiple line of information at the same time. Second, they can present menu items in a various way compared to single-line ones. However, due to their space constraint multi-line displays have many limitations compared to ordinary displays which usually use 14" screens. Therefore, guidelines are necessary for designing efficent multi-line display menus interfaces. In this study, a human factors experiment was conducted to examine the effects of three design variables which might affect the usability of a multi-line display menus. Factors investigated include menu structure, number of lines on the display, and item presentation method. Usability of the multi-line display menus was measured quantitatively in terms of four different aspects: speed, accuracy, inefficiency and preference. The analysis of variance was used not only to analyze the main effects of the factors and their interactions but also to see the differences between the single-line display menus and multi-line display ones. A set of design guidelines drawn from this study can be applied to the design of the user interfaces of a various types of electronic consumer products.

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HDR DISPLAY USING MULTI-PROJECTORS

Miyake, Rei, Uranishi, Yuki, Sasaki, Hiroshi, Manabe, Yoshitsugu, Chihara, Kunihiro

[Kisti 연계] 한국방송공학회 한국방송공학회 학술대회논문집 2009 pp.755-759

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

This paper proposes an HDR display system using multi-projectors for presentation of HDR contents to multi-users. An HDR image is resolved by luminance and the resolved images are assigned to several projectors. The proposed system projects the HDR contents onto a large screen, and the system can display the HDR contents to multi-users. The proposed system realized to output the broad luminance by emitting the light of multi-projectors onto the same screen. In addition, tonal steps of the proposed system increase so that other projectors cover the tonal steps in the region where the dynamic range is expanded. In this paper, we indicate an effectiveness of the proposed system.

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Calibration Method for the Panel-type Multi-view Display

Kim, Jonghyun, Lee, Chang-Kun, Hong, Jong-Young, Jang, Changwon, Jeong, Youngmo, Yeom, Jiwoon, Lee, Byoungho

[Kisti 연계] 한국광학회 Journal of the Optical Society of Korea Vol.19 No.5 2015 pp.477-486

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

We propose a novel calibration method which can be applied to all kinds of panel-type multi-view displays. We analyze how the angular, the axial, and the lateral misalignment affects the 3D image quality in a panel-type multi-view display. We demonstrate the ray optics simulation with a 3-view slanted parallax barrier system using pentile display for the quantitative calculation. Based on the analysis, we propose a new alignment pattern for all kinds of panel-type multi-view displays. The proposed pattern is sensitive to all of the angular, the axial, and the lateral misalignments. The high spatial frequency images and on and off alignment in the proposed pattern help observers to calibrate the system easily. We theoretically show the generality of the proposed alignment pattern and verify the pattern with image simulations and experiments.

 
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