Screenless Digital Audio Players
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Screenless Digital Audio Players
Screenless video is any system for transmitting visual information from a video source without the use of a screen. Screenless computing systems can be divided into three groups: Visual Image, Retinal Direct, and Synaptic Interface. Visual image Visual Image screenless display includes any image that the eye can perceive. The most common example of Visual Image screenless display is a hologram. In these cases, light is reflected off some intermediate object (hologram, LCD panel, or cockpit window) before it reaches the retina. In the case of LCD panels the light is refracted from the back of the panel, but is nonetheless a reflected source. Google has proposed a similar system to replace the screens of tablet computers and smartphones. Retinal display Virtual retinal display systems are a class of screenless displays in which images are projected directly onto the retina. They are distinguished from visual image systems because light is not reflected from some intermediat ...
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Computer Display
A computer monitor is an output device that displays information in pictorial or textual form. A discrete monitor comprises a visual display, support electronics, power supply, housing, electrical connectors, and external user controls. The display in modern monitors is typically an LCD with LED backlight, having by the 2010s replaced CCFL backlit LCDs. Before the mid- 2000s, most monitors used a CRT. Monitors are connected to the computer via DisplayPort, HDMI, USB-C, DVI, VGA, or other proprietary connectors and signals. Originally, computer monitors were used for data processing while television sets were used for video. From the 1980s onward, computers (and their monitors) have been used for both data processing and video, while televisions have implemented some computer functionality. In the 2000s, the typical display aspect ratio of both televisions and computer monitors has changed from 4:3 to 16:9. Modern computer monitors are mostly interchangeable with televisi ...
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Horseshoe Crab
Horseshoe crabs are marine and brackish water arthropods of the family Limulidae and the only living members of the order Xiphosura. Despite their name, they are not true crabs or crustaceans: they are chelicerates, most closely related to arachnids, such as spiders and scorpions. Horseshoe crabs live primarily in and around shallow coastal waters on soft, sandy or muddy bottoms. They are generally found in the intertidal zone at spring high tides. They are eaten in some parts of Asia, and used as fishing bait, in fertilizer and in science (especially ''Limulus'' amebocyte lysate). In recent years, population declines have occurred as a consequence of coastal habitat destruction and overharvesting. Tetrodotoxin may be present in one horseshoe crab species, '' Carcinoscorpius rotundicauda''. Fossil records for horseshoe crabs extend back as far as 480 million years ago, with extant forms being living fossils. A 2019 molecular analysis places them as the sister group of Ricinule ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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User Interfaces
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input t ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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Display Technology
A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signal the display is called an ''electronic display''. Common applications for ''electronic visual displays'' are television sets or computer monitors. Types of electronic displays In use These are the technologies used to create the various displays in use today. * Liquid crystal display (LCD) ** Light-emitting diode (LED) backlit LCD ** Thin-film transistor (TFT) LCD ** Quantum dot (QLED) display * Light-emitting diode (LED) display ** OLED display ** AMOLED display ** Super AMOLED display Segment displays Some displays can show only digits or alphanumeric characters. They are called segment displays, because they are composed of several segments that switch on and off to give appearance of desired glyph. The segments are usua ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Fog Display
A fog display, fog screen, vapor screen or vapor display is a system that uses haze machines or water vapor to create a semi-transparent wall, or "curtain" of suspended particles which trapped in a thin sheet ( laminar flow) of air and are illuminated by a projector, in order to produce a display whose images seem to float in mid air. Several commercial systems exist, such as FogScreen, Displair and Heliodisplay. There is also an open-source variant being developed called Hoverlay II This system can be expanded using multiple projectors to create a three-dimensional image, thus becoming a volumetric 3D display. See also * Smoke and mirrors Smoke and mirrors is a classic technique in magical illusions that makes an entity appear to hover in empty space. It was documented as early as 1770 and spread widely after its use by the charlatan Johann Georg Schröpfer, who claimed the app ... References {{Display technology Display technology ...
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Volumetric Display
A volumetric display device is a display device that forms a visual representation of an object in three physical dimensions, as opposed to the planar image of traditional screens that simulate depth through a number of different visual effects. One definition offered by pioneers in the field is that volumetric displays create 3D imagery via the emission, scattering, or relaying of illumination from well-defined regions in (x,y,z) space. A true volumetric display produces in the observer a visual experience of a material object in three-dimensional space, even though no such object is present. The perceived object displays characteristics similar to an actual material object by allowing the observer to view it from any direction, to focus a camera on a specific detail, and to see perspective – meaning that the parts of the image closer to the viewer appear larger than those further away. Volumetric 3D displays are technically not autostereoscopic, even though they create ...
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Brain–computer Interface
A brain–computer interface (BCI), sometimes called a brain–machine interface (BMI) or smartbrain, is a direct communication pathway between the brain, brain's electrical activity and an external device, most commonly a computer or robotic limb. BCIs are often directed at researching, Brain mapping, mapping, assisting, Augmented cognition, augmenting, or repairing human Cognitive skill, cognitive or Sensory-motor coupling, sensory-motor functions. Implementations of BCIs range from non-invasive (Electroencephalography, EEG, Magnetoencephalography, MEG, Electrooculography, EOG, Magnetic resonance imaging, MRI) and partially invasive (Electrocorticography, ECoG and endovascular) to invasive (microelectrode array), based on how close electrodes get to brain tissue.Michael L Martini, BA, Eric Karl Oermann, MD, Nicholas L Opie, PhD, Fedor Panov, MD, Thomas Oxley, MD, PhD, Kurt Yaeger, MD, Sensor Modalities for Brain-Computer Interface Technology: A Comprehensive Literature Review, ...
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Retina
The retina (from la, rete "net") is the innermost, light-sensitive layer of tissue of the eye of most vertebrates and some molluscs. The optics of the eye create a focused two-dimensional image of the visual world on the retina, which then processes that image within the retina and sends nerve impulses along the optic nerve to the visual cortex to create visual perception. The retina serves a function which is in many ways analogous to that of the film or image sensor in a camera. The neural retina consists of several layers of neurons interconnected by synapses and is supported by an outer layer of pigmented epithelial cells. The primary light-sensing cells in the retina are the photoreceptor cells, which are of two types: rods and cones. Rods function mainly in dim light and provide monochromatic vision. Cones function in well-lit conditions and are responsible for the perception of colour through the use of a range of opsins, as well as high-acuity vision used for task ...
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Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The ''law of reflection'' says that for specular reflection (for example at a mirror) the angle at which the wave is incident on the surface equals the angle at which it is reflected. In acoustics, reflection causes echoes and is used in sonar. In geology, it is important in the study of seismic waves. Reflection is observed with surface waves in bodies of water. Reflection is observed with many types of electromagnetic wave, besides visible light. Reflection of Very high frequency, VHF and higher frequencies is important for radio transmission and for radar. Even hard X-rays and gamma rays can be reflected at shallow angles with special "grazing" mirrors. Reflection of light Reflection of light is either ''Specular reflection, specular'' (mi ...
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