• 제목/요약/키워드: Home Entertainment

검색결과 116건 처리시간 0.03초

Application of 630-nm and 850-nm Light-emitting Diodes and Microcurrent to Accelerate Collagen and Elastin Deposition in Porcine Skin

  • Kwon, Tae-Rin;Moon, Dong Wook;Kim, Jungwook;Kim, Hyoung Jun;Lee, Seong Jae;Han, Yunhee;Dan, Hee Won;Chi, Sang Hoon;Seong, Hwan Mo;Kim, Hee Jung;Lim, Guei-Sam;Lee, Jungkwan
    • Medical Lasers
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    • 제10권2호
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    • pp.96-105
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    • 2021
  • Background and Objectives Skin aging is reportedly associated with regulation in collagen and elastin synthesis. This study investigated the potential of combining light-emitting diode (LED) treatments using a 630-nm and 850-nm LED with simultaneous microcurrent application. Materials and Methods The dorsal skin of female pigs was treated with a home-use device. We examined the treatment effects using photography, thermocamera, microscopic pathology, and histological examination to determine the mechanism of action, efficacy, and safety of the procedure. A histological observation was performed using hematoxylin and eosin, Masson's trichrome, Victoria blue, and immunohistochemical staining. We also used the Sircol soluble collagen and elastin assay kit to measure the amounts of collagen and elastin in the porcine back skin tissue after 2 and 6 weeks. Results Evaluation by visual inspection and devices showed no skin damage or heat-induced injury at the treatment site. Histological staining revealed that accurate treatment of the targeted dermis layer effectively enhanced collagen and elastin deposition. Collagen type I, a protein defined by immunohistochemical staining, was overexpressed in the early stages of weeks 2 and 6. Combined therapy findings showed the superior capability of the 630-nm and 850-nm LED procedures to induce collagen; in contrast, elastin induction was more pronounced after microcurrent treatments. Conclusion The home-use LED device, comprising a combination of 630-nm and 850-nm LEDs and microcurrent, is safe and can be used as an adjunctive treatment for self-administered facial rejuvenation.

Design and Implementation of Pneumatic Motion Base for 4D Home Theater

  • Kim, Dohyung;Cho, Seongyeon;Lee, Seokhun;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제4권2호
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    • pp.131-137
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    • 2015
  • Home Entertainment system is recently being offered by Home Theater & Smart TV with contents service. Also, console game is being played in the media like in TV. The usage of 4D as the main technology in entertainment industry has mostly been limited in Theme Park, Amuse Park, Theater, and contents for Movie and Animation. Some simulation systems for game has been developed but they were made mostly by using electric or hydraulic motion system which cause high power consumption and have a restriction of place for install. The paper is attempted to build Home Entertainment system which makes users feel realistic contents by developing 4D systems for Home Entertainment rather than before. 4D control S/W in which user can insert and edit 4D effects on contents of all areas such as game, movie, and broadcasting is developed. Also, built-in pneumatic cylinder in 4D system which can be easily controlled and managed in home is developed.

TV홈쇼핑 서비스품질의 관계몰입과 고객충성도에 대한 영향 -패션제품을 중심으로- (The Effect of TV Home Shopping Service Quality on Relationship Commitment and Customer Loyalty -Fashion Products-)

  • 홍금희
    • 한국의류학회지
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    • 제39권6호
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    • pp.899-909
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    • 2015
  • TV home shopping maintains annual growth in the midst of harsh competition by numerous fashion retail channels. This study investigated the dimensions of service quality of TV home shopping for fashion products as well as the effect of service quality on relationship commitment and customer loyalty. Questionnaires were distributed to consumers in their 20s to 40s who purchased fashion products via TV home shopping in the past 6 months. A total of 240 questionnaires were put into the analysis. The results are as follows. First, four dimensions of service quality of TV home shopping were found: convenience, economy, entertainment, and information seeking. Relationship commitment had two dimensions of affective commitment and calculative commitment. Second, the service quality of TV home shopping affected customer loyalty through a relationship commitment. The predictors of affective commitment were entertainment, economy, and information seeking; in addition, those of calculative commitment were economy and entertainment. Third, both affective commitment and calculative commitment predicted customer loyalty to TV home shopping. The affective commitment had more predictive power. The findings show that the service quality of TV home shopping did not directly affect customer loyalty, but they had influence through relationship commitment variables. Entertainment and economy were the most powerful predictors among service quality dimensions.

원격 제어 서비스를 지원하는 통합 홈 엔터테인먼트 시스템 (An Integrated Home Entertainment System supporting Remote Control Service)

  • 이현주;김상옥;김상욱
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제34권3호
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    • pp.219-225
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    • 2007
  • UPnP AV 프레임워크는 홈 네트워크 미들웨어 기술의 중요한 부분으로 네트워크에 접속한 다양한 AV 디바이스를 투명적으로 통합 및 관리한다. 그러므로 사용자는 언제 어디서나 AV 컨텐츠를 접근 및 제어할 수 있다. 기존의 흠 엔터테인먼트 시스템들은 멀티미디어 흠 서버 위주로 PC 환경에서 멀티미디어 컨텐츠의 서비스 제공을 목표로 하고 있다. 본 논문에서는 원격 제어 서비스를 지원하는 통합 홈 엔터테인먼트 시스템(u-MUSE 시스템) 개발에 대하여 설명한다. 제안하는 시스템은 기존의 홈 엔터테인먼트 서비스 외에 가정에서 멀리 떨어져있는 AV 디바이스의 어플리케이션을 조작하거나, AV 컨텐츠를 직접 제어할 수 있다. 이 시스템은 통합 시스템 제어 및 AV 컨텐츠 재생 서비스를 지원하여 가정에서의 가전 디바이스 제어 센터의 역할을 충분히 수행한다.

자율섭취기능을 갖는 바퀴구동형 생체모방로봇 개발 (Development of a Biomimetic Wheeled Robot with Autonomous Eating Functionality)

  • 조익진;이연정
    • 제어로봇시스템학회논문지
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    • 제12권6호
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    • pp.573-579
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    • 2006
  • Most of the recently developed robots are human friendly robots which imitate an animal or human such as entertainment robot, biomimetic robot and humanoid robot. Interest in these robots is increased because the social trend is focused on health, welfare, and graying. By these social backgrounds, robots become more human friendly and suitable or home or personal environment. The more biomimetic robots resemble living creature, the more human feels familiarity. Human feels close friendship not only when feeding a pet, but also when watching a pet having the food. Most of entertainment robots and pet robots use internal-type batteries and have a self-recharging function. Entertainment robots and pet robots with internal-type batteries are not able to operate during charging the battery. So far there have been a few robots that do not depend on an internal battery. However, they need a bulky energy conversion unit and a slug or foods as an energy source, which is not suitable for home or personal application. In this paper, we introduce a new biomimetic entertainment robot with autonomous eating functionality, called EPRO-1(Eating Pet RObot version 1). The EPRO-1 is able to eat a food (a small battery), by itself and evacuate. We describe the design concept of the autonomous eating mechanism of the EPRO-1, characteristics of sub-parts of the manufactured mechanism and its control system.

Research of Home Application Model for Implementation of Home Automation Server

  • Kim, Yu-Chul;Kim, Hyo-Sup;Lee, Guhn-Song;Cho, Young-Jo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.70.2-70
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    • 2001
  • This paper presents an application model for home automation control. In this work, we propose home application scenarios that are suitable for the home life style and design a control structure integrating various home automation functions, such as lightning, heating, cooling, security, fire protection, telemetering, entertainment and communication. State-of-the-art wired/wireless home networks such as Bluetooth, LonWorks, IEEE1394 and PLC(Power Line Communication) are included in the control structure.

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A P2P-to-UPnP Proxy Gateway Architecture for Home Multimedia Content Distribution

  • Hu, Chih-Lin;Lin, Hsin-Cheng;Hsu, Yu-Feng;Hsieh, Bing-Jung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권1호
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    • pp.406-425
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    • 2012
  • Deploying advanced home networking technologies and modern home-networked devices in residential environments provides a playground for new home applications and services. Because home multimedia entertainment is among the most essential home applications, this paper presents an appealing home media content sharing scenario: home-networked devices can discover neighboring devices and share local media content, as well as enormous amounts of Internet media content in a convenient and networked manner. This ideal scenario differs from traditional usages that merely offer local media content and require tedious manual operations of connection setup and file transfer among various devices. To achieve this goal, this study proposes a proxy gateway architecture for home multimedia content distribution. The proposed architecture integrates several functional mechanisms, including UPnP-based device discovery, home gateway, Internet media provision, and in-home media content delivery. This design addresses several inherent limitations of device heterogeneity and network interoperability on home and public networks, and allows diverse home-networked devices to play media content in an identical and networked manner. Prototypical implementation of the proposed proxy gateway architecture develops a proof-of-concept software, integrating a BitTorrent peer-to-peer client, a UPnP protocol stack, and a UPnP AV media server, as well as media distribution and management components on the OSGi home gateway platform. Practical demonstration shows the proposed design and scenario realization, offering users an unlimited volume of media content for home multimedia entertainment.

Development of a Bio-mimetic Entertainment Robot with Autonomous Feeding Functionality

  • Cho, Ik-Jin;Choi, Byoung-Jun;Jeong, Kil-Woong;Lee, Yun-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1525-1529
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    • 2004
  • Most of the recently developed robots are human friendly robots which imitate an animal or human such as entertainment robot, bio-mimetic robot and humanoid robot. Interest in these robots are increasing since the social trend is focused on health, welfare, and graying. By these social backgrounds, robots become more human friendly and suitable for home or personal environment. The more bio-mimetic robots resemble living creature, the more human feels familiarity. People feel close friendship not only when they feed a pet, but also when they watch a pet having the food. Most of entertainment robots and pet robots use internal-type batteries and have a self-recharging function. Entertainment robots and pet robots with internal-type batteries are not able to operate during charging the battery. So far there have been a few robots that do not depend on a battery. However, they need a bulky energy conversion unit and a slug or foods as an energy source, which is not suitable for home or personal application. In this paper, we introduce a new bio-mimetic entertainment robot with autonomous feeding functionality, called ELIRO-1(Eating LIzard RObot version 1). The ELIRO-1 is able to find a food (a small battery), feed by itself and evacuate. We describe the design concept of the autonomous feeding mechanism of the ELIRO-1, characteristics of sub-parts of the manufactured mechanism and the control system.

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홈 엔터테인먼트를 위한 스마트 홈 플랫폼 제안 (A proposal of a smart home platform for home entertainment experience)

  • 오정;유호;정재유;정회경
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2012년도 추계학술대회
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    • pp.931-933
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    • 2012
  • 본 논문에서는 홈 엔터테인먼트를 위한 스마트 홈 플랫폼 설계에 대해 제안하였다. 스마트 폰, 스마트 TV와 개인용 컴퓨터는 플랫폼 설계에서 가장 중요한 장치이다. 이에 개인용 컴퓨터를 이용하여 설계하였다. 이 플랫폼 환경에서 디바이스 간의 상호 작용과 통합의 높은 수준을 제공한다. 설계된 플랫폼은 클라우드 컴퓨팅환경에서 전통적인 방식보다 안전성 및 경제성 더욱 좋다.

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유비쿼터스 주택 거실 가구의 디지털 컨버젼스화를 위한 소비자 요구 분석 (An Analysis of the Customer Demand for Digital Convergence of the Furniture in the Living Space of Ubiquitous Home)

  • 류혜지
    • 한국디지털건축인테리어학회논문집
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    • 제8권2호
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    • pp.29-37
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    • 2008
  • The purpose of this study was to analyze the customer demand for design development of digital convergence furniture in the living space of the ubiquitous home. This study used the individual survey method and was collected from July 1 to 20, 2008. The frequency and percentage were used for data analysis by SPSS window's 12. The results of the study were as follows: The first, a lot of survey targets were 30-40 years old, university graduates, over 50,000,000 won in annual income and 30-40 pyung in house size. The second, what types of activity were carried out in the living room were acquisition of knowledge>entertainment activity>communication activity>household chores. The third, what types of furniture were used in the living room were A/V furniture>table>sofa>computer table>bookself. The forth, customers preferred to picture telephone service in sociality, home-theater service in entertainment and home appliances remote control service in information service. The fifth, the digital functions which can integrate with the living roon furniture, in the item for A/V furniture, was front door control function which recognizes visitors with the screen. In the item for table was function to search internet and for sofa was self purification function. Finally, the digital convergence furniture is not only for one activity but also for various types of activities that can comprehensively function to materialize the concept of comfortable furniture in the living space.

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