• 제목/요약/키워드: Home Entertainment

검색결과 116건 처리시간 0.023초

홈 엔터테인먼트 시스템에서 사용자 이동성 지원을 위한 인접 터미널 장치 탐색 기법 (Adjacent Terminal Device Detection Technique for User Mobility Support on Home Entertainment System)

  • 김상욱;정의균
    • 한국멀티미디어학회논문지
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    • 제12권1호
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    • pp.156-167
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    • 2009
  • 컴퓨팅 환경이 급격이 유비쿼터스 환경으로 변하면서 이동 중에도 원하는 자원에 접근하여 이용할 수 있게 되면서 사물의 위치 정보가 중요한 정보로 인식되고 있다. 하지만 집과 사무실처럼 비교적 좁은 컴퓨팅 공간에서 위치 정보는 여전히 제한적으로 제공된다. 이 논문은 센서 네트워크와 분산된 장치를 이용하여 사용자에게 이동성을 제공하는 홈 엔터테인먼트 시스템을 제안한다. 제안하는 시스템은 블루투스 애드혹 네트워크로 사용하여 신호 세기를 구하고 이것을 바탕으로 사용자의 위치를 추정한다. 이렇게 추정된 정보는 이동 중인 사용자가 현재 위치에서 이용 가능한 장치가 무엇인지를 알려준다. 사용자 이동성 지원의 가능성을 보이기 위해서 UPnP A/V 프레임워크 기반의 흠 엔터테인먼트 시스템에 구현하여 사용자가 이동 중에도 스트리밍 서비스를 시용할 수 있게 하고 그 결과로 작은 유비쿼터스 환경에서도 이동 중인 사용자에게 서비스 연속성을 제공할 수 있음을 보인다.

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인터넷 정보가전을 활용한 주거공간 연구 (A Study on Living Space with the Internet Information Appliances)

  • 전흥수;김주연
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.44-50
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    • 2001
  • This study propose the new concept of residence by analyzing the change of residence through the characteristic of popularity and degree of development of technology on home network information appliance for intelligent home. Accordingly, Cyber village represented as home automation and extend to information of society. it encourage need of information and multimedia of home. It expect home information infrastructure for accepting informations, which make smart home to linked home-working home-learning home-treatment. home-shopping and home-banking. The system of intelligent home is the intelligence of human-biology in the side of environmental friendly and multi-function. it distinguish the system of security, controlling system of inside environment, supporting system of house-working, automatic controlling, house working. Future house require to meet demand of young generation, such as small residental space, the multi-functional space, the flexible space, making mood for dual income couple and of single as intelligent home. Accordingly, basic purpose which are pleasantness, the safe and the convenience the mobile multi-function as well as networking with controlling of temperature, security, health-test, home-entertainment, home-office and consider environment together.

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요트학교 참여자의 참여동기 및 여가만족도가 운동지속에 미치는 영향 (Effect of Sailing School Participants' Motive and Satisfaction on Continuous Participation)

  • 조성민;지삼업
    • 수산해양교육연구
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    • 제25권1호
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    • pp.128-138
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    • 2013
  • The purpose of the research is to provide the basic information to broaden a population in marine sports and mark the beginning of the era of the marine sports with a yacht, water ski and a various of marine sports activities by researching the effect of sailing school participants' motive and satisfaction on continuous participation, preparing for the era of a 30,000~40,000 dollars per capita GDP in the near future. To achieve this purpose, through the research from December 2009 to April 2012, the following is concluded. First, in regard to psychological satisfaction and facility satisfaction, all subordinated factors of participating motive affect, health-oriented and social relations in the aspect of social satisfaction, and health-oriented, home entertainment and social relations in the aspect of self satisfaction. Second, sports capability affects health-oriented and pastime entertainment, sports habit and peer affect health-oriented, and sports environment affects home entertainment. Third, sports capability affects psychological satisfaction, sports habit affects psychological satisfaction and facility satisfaction, sports environment affects social satisfaction.

의복관여가 인터넷 위험지각과 점포선택기준에 미치는 영향 (The Effect of Clothing Involvement on the Perceived Risk in Internet Shopping and Store Selection Criteria)

  • 황진숙
    • 대한가정학회지
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    • 제40권12호
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    • pp.49-61
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    • 2002
  • The purpose of this study was to investigate the effect of clothing involvement on the perceived risk in internet shopping and store selection criteria. The subjects used for the study were 210 male and 338 female college students. The clothing involvement consisted of pleasure, symbolism, and selection difficulty factors. The perceived risk consisted of size/defect risk, social psychological risk, privacy risk, delivery risk, and price risk. The store selection criteria had security/service, entertainment/variety, price/convenience factors. The results showed that consumers were segmented by four groups based on clothing involvement factors: clothing pleasure group, symbolism group, confidence group, and low clothing involvement group. The four segmented groups differed in regard to the perceived risk, store selection criteria, and demographics. For example, clothing pleasure group perceived the size/defect risk and social psychological risk higher than did the other groups. Also, the clothing pleasure group considered entertainment/variety more important and had younger female consumers.

노후생활주택단지 기준설정에 관한 연구 -노후생활에 대한 주의식과 노후 생활주택단지에 대한 욕구를 중심으로- (A Study on Standardization of Elderly Housing - Focuses on Conciousness of Living Arrangement for Elderly and Needs towards Elderly Housing-)

  • 지순;윤복자;홍영기;김은덕;신화경;최희재
    • 대한가정학회지
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    • 제24권1호
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    • pp.95-113
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    • 1986
  • The purpose of this study was to estimate the future demands of elderly housing and to give the basic data for elderly housing. The specific objectives were: 1) to investigate the conciousness of living arragement for elderly; 2) to dientify the needs towards private and group space, entertainment facilities, support facilities, and management methodes. For the objective 1, questionnaires were administered to322 male adults selected from relatively high econoic level in Seoul. For the objective 2, questionnares were interviewed to 30 male adults who lived with their spouses only, selected from 322 respondents. Data from respondents were analyzed by frequency, percentage, mean, and $X^{2}$-test.

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HRI 엔터테인먼트 애완 로봇 (A Human-Robot Interaction Entertainment Pet Robot)

  • 이희진
    • 한국지능시스템학회논문지
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    • 제24권2호
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    • pp.179-185
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    • 2014
  • 본 논문은 인간과 상호작용하는 엔터테인먼트 4족 애완 로봇과 스마트폰에서 로봇 조종이 가능한 로봇제어기 및 로봇에서 제공하는 센서 정보들을 이용하여 컴퓨터에서 가정용 기기들을 제어하는 홈스마트제어시스템을 구현하기 위한 것으로 로봇은 20 자유도를 가지면서 Microsoft사의 키넥트 센서, 적외선거리 센서, 3축 모션 센서, 그래픽 LCD, 온습도 및 가스 센서로 구성되어 있다. 로봇의 엔터테인먼트 기능을 구현하기 위하여 보행 알고리즘, 키넥트 센서를 이용한 모션 및 음성인식 알고리즘, 감정표현을 위한 알고리즘을 제시하였으며 로봇을 조종할 수 있는 스마트폰 로봇제어 알고리즘 및 가정용 기기를 제어하는 홈스마트제어 알고리즘을 제안하였다. 본 논문에서 제안한 알고리즘들은 구현한 로봇과 컴퓨터 및 스마트폰에 적용하여 실험으로 검증하였다.

패션제품 강박구매행동에 영향을 미치는 심리적 변인 연구 (Psychological Factors affecting Compulsive Buying Behavior on Fashion Products)

  • 이승희;신초영
    • 한국의류학회지
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    • 제28권5호
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    • pp.658-667
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    • 2004
  • The purpose of this study was to examine factors affecting compulsive buying behavior purchasing behavior. Four hundred female college students who have purchased fashion products via Internet shopping or TV home shopping were surveyed. For data analysis, descriptive statistics, factor analysis, t-test, and multiple regression analysis were used. As the results, 16.3% of respondents were revealed as compulsive buyers. For materialism instrument, four factors of materialism were found and labeled as 'material'. 'consumption', 'happiness', and 'economic value' factors. Also, two factors of entertainment pursuit were also identified as 'change' and 'adventure' pursuit. There were statistically significant differences between compulsive buyers and non-compulsive buyers in terms of materialism, success, and change pursuit, self-esteem, compensation, impulsive purchasing, and binge eating. Compulsive consumption scores were correlated to higher materialism, compensatory, impulsive purchasing, binge eating, shifting, entertainment pursuit, and lower self-esteem. Also, results of multiple regression revealed that compensatory, binge eating, and happiness pursuit were significantly to related to compulsive buying.

디지털 홈에 대한 소비자 의식 및 요구조사연구 (Consumers' Perception on and Need for Digital Home)

  • 조지연;이연숙
    • 한국주거학회논문집
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    • 제16권5호
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    • pp.13-19
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    • 2005
  • It is estimated that 2.25 million households accounting for $13.5\%$ of total households will have home networking in 2025. As the need for intelligence and sustainability of residential environment has been increasing, the growing demand for intelligent house is obvious. The purpose of this study was to investigate the perception of consumers on digital home and their needs. A web-survey was conducted and the survey participants were limited to residents living in housing built after 2003. A total of 120 responses were used for data analysis. The images of digital home were categorized into environmental friendliness, convenience, and sophistication. Also the respondents showed the strong need for functions of digital home such as safety from emergency and entertainment.

한국 도시주택에 있어서 주생활 양식에 관한 조사연구 -서울, 전주,울산지역을 중심으로- (A Study of Living Pattern and Space Use in Korean Urban Houses.)

  • 윤정숙
    • 대한가정학회지
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    • 제28권3호
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    • pp.53-65
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    • 1990
  • The purpose of the study was to identify the living pattern and the space use in Urban Houses, Seoul, Chunju, Ulsan were selected as study sites. The space organizing form and space use was investigated by means of interviews. Through various ways of analysis, we could find that the function of Anbang, Guesil, Buauk were multipurpose. Anbang was not only for sleeping but also for entertaining and family living. Guesil(living room) is slowly gearing into family and entertainment rooms. Buauk are changing to the dining room as well as kitchen.

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홈네트워크 접근 제어를 위한 서비스 흐름 제어 (Service Flow Control for Accesses to Home Network)

  • 김건우;김도우;이준호;한종욱
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2006년도 춘계종합학술대회
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    • pp.737-740
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    • 2006
  • 홈네트워크 시스템은 홈 디바이스 제어, 엔터테인먼트, 지역 정보 서비스와 같은 다양한 서비스를 개발해서 사용자들에게 제공하고 있으며, 사용자에게 편리한 홈 디바이스를 통해서 시간과 장소에 구애받지 않는 환경을 제공하기 위한 많은 연구과 개발이 수행되고 있다. 따라서 본 논문에서는 이러한 다양한 서비스에 대해서 실시간으로 접근 권한을 제어하기 위한 상세 모델을 제시하고 확장성을 고려한 정책 모델을 제안한다.

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