• Title/Summary/Keyword: 완구

Search Result 188, Processing Time 0.024 seconds

Cases Analysis in Smart, Connected Toys Based on the Characteristics of ICBM Technologies (ICBM 기술 특성 기반 스마트, 커넥티드 완구의 사례 분석)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.9
    • /
    • pp.27-35
    • /
    • 2016
  • Today, with the advance of Information and communication technology, 'Smart, connected' toys, which apply technologies related to IoT (Internet of Things) to traditional toys, are emerging and rapidly growing. This research aims to analyze the tendencies and limitations of smart, connected toys through exploring the representative cases of smart, connected toys based on characteristics of ICBM (Internet of Things, Cloud, Big-data, and Mobile) technology. For this study, we begin by understanding literature research about smart, connected toys and ICBM technology. Then, we extracted the characteristics of ICBM technology for connecting physical and digital environments through investigating cases to which ICBM technologies are applied. Based on the extracted characteristics, the case studies of smart, connected toys were conducted. In this research, we explore the level of ICBM technology application and limitation to smart, connected toys. We expect this research will contribute to providing guidelines for developing smart, connected toys based on the characteristics of the latest technology.

Implementation of Functional Blocks of Modular Toy for Creative Education (창의적 교육을 위한 모듈형 완구의 기능 블록 구현)

  • Kim, Jong-Tae;Park, Ji-Youp;Lee, Bo-Hee
    • Journal of Convergence for Information Technology
    • /
    • v.7 no.5
    • /
    • pp.95-102
    • /
    • 2017
  • Modular toys for creative education require functional blocks to create various types of movements. An active drive module and a lot of passive connection blocks are needed to express motion with combination. In this paper, we propose the design of modular toys to produce various creative movements and controller structure working with them. In order to facilitate the connection between the designed modules, a connection method and a suitable mechanism are suggested. We also dealt with the design of various types of sensor modules that can work in conjunction with modular toys. Using these toys, typical standard application form that can be imitated educationally is suggested and showed the usefulness of the modular toy by actually applying it with designed modules and components. The proposed method is applied to actual educational toys, and the operation is effectively performed by recording operation and playing repetitive operation.

첨단IT산업으로 도약

  • Kim, Jeong-Sang
    • 프린팅코리아
    • /
    • s.54
    • /
    • pp.118-120
    • /
    • 2006
  • 지난달 10월 29일 막을 내린 '2006 서울국제문구.완구전시회'를 한마디로 요약하자면, '첨단 산업으로의 변화'라고 할 수 있을 것 같다. 전시회에 출품된 작품들을 보다보면 문구.완구 산업도 이제 신기술을 이용한 첨단 사업으로 변해가고 있다는 것을 절실히 느낄 수 있다. 다양한 아이디어들로 넘쳐난 '2006 서울 국제문구.완구전시회'를 다녀왔다.

  • PDF

A Study on Smart toy service platform based on Cloud Service (클라우드 서비스 기반의 스마트 토이 서비스 플랫폼 설계에 대한 연구)

  • Lee, Myeongsoo;Kim, Dongmin
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.11a
    • /
    • pp.1120-1122
    • /
    • 2017
  • IoT(Internet of Things) 기술이 접목 된 스마트 완구는 다양한 센서의 결합으로 점차 고도 지능화 되며 더 많은 서비스를 제공하고 있다. 스마트 완구는 단일 서비스 제공에서 다중 사용자 간 데이터 교환 기술로 발전하여 상호 작용을 위한 서비스 연구도 함께 이루어지고 있다. 이를 위해 국내 통신 망을 이용한 스마트 완구 서비스 플랫폼이 출시되는 등의 다양한 연구가 이루어지고 있으나 사용자 입장에서의 상호 교감 및 콘텐츠 서비스 기술에는 다소 부족한 내용이 있다. 이에 본 연구에서는 클라우드 서비스를 기반으로 스마트 완구를 이용하는 이용자 간의 상호 교감형 커뮤니케이션을 지원하기 위한 스마트 완구의 서비스 플랫폼을 설계하는 내용을 기술한다.

IT Module Train Toy Development For Child (유아용 IT 모듈형 기차완구 개발)

  • Kim, Sung-Ho;Jun, Jae-Hyun;Lee, Min-hyung;Sim, Dae-Seop;Jo, Jung-guen
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.183-184
    • /
    • 2014
  • 본 논문에서는 유아에게 효과적인 IT 기술 및 센서네트워크 체험을 위한 IT 모듈형 기차 완구를 소개 한다. 이 완구를 통해 센서모듈과 동작모듈을 자유롭게 조립하도록 하여, 조립 방식에 따라 다양한 기차 로봇을 만들어 낼 수 있는 키트(kit) 형태의 완구를 제공할 수 있도록 한다. 또한 센서 모듈과 동작 모듈을 상황에 맞게 짝지어 줄 수 있는 통신방식을 제안함으로써, 원활한 모듈간의 통신을 지원하는 방법을 소개한다.

  • PDF

Manufacturing Techniques of Bronze Medium Mortars(Jungwangu, 中碗口) in Joseon Dynasty (조선시대 중완구의 제작 기술)

  • Huh, Ilkwon;Kim, Haesol
    • Conservation Science in Museum
    • /
    • v.26
    • /
    • pp.161-182
    • /
    • 2021
  • A jungwangu, a type of medium-sized mortar, is a firearm with a barrel and a bowl-shaped projectileloading component. A bigyeokjincheonroe (bombshell) or a danseok (stone ball) could be used as a projectile. According to the Hwaposik eonhae (Korean Translation of the Method of Production and Use of Artillery, 1635) by Yi Seo, mortars were classified into four types according to its size: large, medium, small, or extra-small. A total of three mortars from the Joseon period have survived, including one large mortar (Treasure No. 857) and two medium versions (Treasure Nos. 858 and 859). In this study, the production method for medium mortars was investigated based on scientific analysis of the two extant medium mortars, respectively housed in the Jinju National Museum (Treasure No. 858) and the Korea Naval Academy Museum (Treasure No. 859). Since only two medium mortars remain in Korea, detailed specifications were compared between them based on precise 3D scanning information of the items, and the measurements were compared with the figures in relevant records from the period. According to the investigation, the two mortars showed only a minute difference in overall size but their weight differed by 5,507 grams. In particular, the location of the wick hole and the length of the handle were distinct. The extant medium mortars are highly similar to the specifications listed in the Hwaposik eonhae. The composition of the medium mortars was analyzed and compared with other bronze gunpowder weapons. The surface composition analysis showed that the medium mortars were made of a ternary alloy of Cu-Sn-Pb with average respective proportions of (wt%) 85.24, 10.16, and 2.98. The material composition of the medium mortars was very similar to the average composition of the small gun from the Joseon period analyzed in previous research. It also showed a similarity with that of bronze gun-metal from medieval Europe. The casting technique was investigated based on a casting defect on the surface and the CT image. Judging by the mold line on the side, it appears that they were made in a piece-mold wherein the mold was halved and using a vertical design with molten metal poured through the end of the chamber and the muzzle was at the bottom. Chaplets, an auxiliary device that fixed the mold and the core to the barrel wall, were identified, which may have been applied to maintain the uniformity of the barrel wall. While the two medium mortars (Treasure Nos. 858 and 859) are highly similar to each other in appearance, considering the difference in the arrangement of the chaplets between the two items it is likely that a different mold design was used for each item.

A Study for the Development of Affective Analysis System for the Manufacture of Affective Toy (감성 완구 제작을 위한 아동들의 감성 분석 시스템 개발에 관한 연구)

  • 정기삼;이병채;하은호;김동윤;김동선
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2001.11a
    • /
    • pp.239-244
    • /
    • 2001
  • 5∼7세 어린이 12명을 대상으로 생체 신호를 수집하여 기존의 생체 신호 처리 방법으로 감성을 추출하고 그 결과의 문제점을 보인다. 문제점들을 해결하기 위하여 Mental Stress를 측정하는 RRV, RPIAD 알고리듬을 적용하고 감성 완구에 적용 가능성 및 방법을 보인다. 이를 상품화할 수 있는 Affective Wearable 하드웨어를 설계하며 제안된 알고리즘과 하드웨어를 시험하고 검증하기 위한 Test Bed를 구성한다.

  • PDF

Restoration of Joseon's Mortar Used During the Japanese Invasion of Korea in 1592 (임진왜란 당시 조선 화포(중완구) 문화재복원)

  • Lim, Heung-Woong;Choi, Won-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.56-65
    • /
    • 2020
  • The purpose of this research is to study the excellence and originality of the Joseon artillery(Jungwan-gu) through an effective restoration. Jungwan-gu that was used during the Japanese Invasion of Korea in 1592 was able to maintain its maritime dominance based on cutting-edge technology of its time. Joeson artillery(Jungwan-gu) was used in major naval/land battles during the Japanese Invasion of Korea in 1592 and is an important cultural heritage that provides a glimpse into Joeson people's will to defend the nation from foreign invasion. For further historical verification such as operational method of Jungwan-gu, extensive research in various fields including size, proportions, structure, materials, and casting method were required. Accordingly, for a more effective research on Jungwan-gu, cutting-edge technologies such as 3D scanning and 3D printing were utilized. Firstly, 3D scanning, modeling, and printing technology were applied to identify the morphological characteristics of Jungwan-gu. Through this, we were able to reach our research objective of identifying the size, internal structure, and proportionality of Jungwan-gu. In addition, by studying the form, operation, casting methods, and other characteristics, the restoration of Jungwan-gu provided us with an important opportunity to verify the dominance and originality of the Joeson era's science and technology during the Japanese Invasion of 1592. This reaserch subject participated in the "4th 3D printing BIZCON Contest" and won the Minister Prize of Science and Technology Information and Communication.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.357-378
    • /
    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.