• 제목/요약/키워드: Home Entertainment

검색결과 116건 처리시간 0.027초

서비스 품질이 보장되는 홈 네트워크 스트리밍 전송을 위한 UPnP 기반의 QoSAgent에 대한 연구 (UPnP-based QoSAgent for QoS-guaranteed Streaming Service in Home Networks)

  • 이현룡;문성태;김종원;신동윤
    • 한국통신학회논문지
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    • 제31권5B호
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    • pp.430-441
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    • 2006
  • 다양한 A/V 기기 및 홈 네트워크 보급으로 말미암아, 현재의 홈 네트워크는 향후 엔터테인먼트 네트워크로 발전할 것으로 예상된다. 또한 홈 네트워크 내에서 접할 미디어 콘텐츠의 요구 대역폭 및 사용량 또한 증가될 것으로 예상된다. 엑세스 네트워크의 초고속화 및 홈 기반 네트워크의 고속화가 진행되고 있지만, 미디어 콘텐츠의 고용량화 및 콘텐츠 양의 증가로 말미암아 홈 기반 네트워크의 고속화만으로는 홈 네트워크 내에서의 품질이 보장되는 미디어 콘텐츠의 공유를 보장하는데 어려움이 있다. 또한 홈 엔터테인먼트 네트워크 내에서의 네트워크 트래픽 뿐 아니라, 화상 회의 및 전화 등과 같은 애플리케이션의 발달로 인하여 외부 인터넷과의 통신으로 인해 발생되는 트래픽이 예상된다. 미디어 콘텐츠의 특성상 실시간의 전송을 요구하는 것이 대부분이기 때문에, 사용자들이 원하는 미디어 콘텐츠를 원하는 장소 및 기기로 품질이 보장되는 상태로 전송하는 것은 가장 기본적이면서도 핵심적인 요구사항이다. 현재 홈 엔터테인먼트 네트워크를 위해 많은 미들웨어들이 제시되고 있지만, 이들 미들웨어 프로토콜들은 기본적인 수준의 기기 발견 및 제어의 기능만을 제공하고 있으며, 품질이 보장되는 미디어 콘텐츠의 공유 지원을 위해 제시되는 미들웨어 또한 사용자들이 원하는 수준의 서비스를 제공하기에는 아직 많은 한계점들을 가지고 있다. 따라서 본 연구에서는 UPnP에 기초하여 홈 네트워크 내에서 품질이 보장되는 미디어 콘텐츠의 전송을 위한 방법을 제시한다. 제안된 방법은 홈 네트워크 표준 미들웨어 프로토콜인 UPnP와 호환이 되며, UPnP치 추가적인 기능으로 UPnP와 함께 이용될 수 있다. 본 연구에서는 제안된 방법의 검증을 위해서 VideoLAN이라는 프로그램을 사용한다. 제안된 방법의 기능을 지원할 수 있도록 VideoLAN을 수정하였고, 다양한 시나리오 환경에서 그 기능을 검증한다.

A Development of Home Mess-Cleanup Robot with Entertainment Function

  • Kim, Seung-Woo;Cha, Hyun-Koo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1444-1447
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    • 2004
  • The vacuum-cleaner had made the burden of house chore lighten but the operation labour of a vacuum-cleaner had been so severe. Recently, the cleaning robot was producted to perfectly solve the cleaning labour of a house but it also was not successful because it still had a problem of mess-cleaning, which is the clean-up of big trash and the arrangement of newspapers, clothes, etc. The cleaning robot is to just vacuum dust and small trash and has no function to arrange and take away before the automatic vacuum-cleaning. For this reason, the market for the cleaning robot is not yet built up. So, we need a design method and technological algorithm of new automatic machine to solve the problem of mess-cleanup in house. In this paper, a Home Mess-Cleanup Robot(HMR), which has a practical function of the automatic mess-cleanup, is developed. It need functions of agile automatic navigation, novel manipulation system for mess-cleanup. The automatic navigation system has to be controlled for the full scanning of living room, to recognize the absolute position and orientation of the self, the precise tracking of the desired path, and to distinguish the mess object to clean-up from obstacle object to just avoid. The manipulation system, which is not needed in the vacuum-cleaning robot, must have the functions, how to distinguish big trash to clean from mess objects to arrange, how to grasp in according to the form of mess objects, how to move to the destination in according to mess objects and arrange them. Then, it should be an intelligent system so that the mess cleaning task can be autonomously performed in a wide variety of situations and environments. It need to also has the entertainment functions for the good communication between the human and HMR. Therefore, the Home Mess-cleanup Robot with Entertainmental Human Interface is developed in this paper. Finally, the good performance of the designed machine, HMR'4, is confirmed through the results of the mess clean-up and arrangement.

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Java 기반 실시간 센서 데이터스트림처리 및 임베디드 시스템 구현 (Jave based Embedded System Design and Implementation for Real-time Stream Data Processing)

  • 김휴찬;고완기;박상열
    • 디지털산업정보학회논문지
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    • 제4권2호
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    • pp.1-12
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    • 2008
  • Home network is a technology that provides possibilities of monitoring/controling/mutilating-recognition between optional home network machines in residences. Currently, home network or other networks like entertainment, residential electronic networks are jumbled together with heterogeneous networks in a rampaging condition. In a reality of high expectation for home networks system like the mutual application for various machines, we are required to have the unification technology for conveniences to satisfy expectations. This thesis reflects how to develop Java applications or mutual products based on convenient interfaces actually that process various sensors which create real time data stream in Java platform through Java based sensor data-stream processing embedded middleware design and realization in real time.

의복쇼핑성향과 의복구매만족과의 관계 연구 - 대구지역 여성소비자들을 대상으로 - (Purchasing Satisfaction of Apparels on Shopping Orientation in Daegu)

  • 최태용;박화순;조은영
    • 대한가정학회지
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    • 제40권8호
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    • pp.123-135
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    • 2002
  • The purpose of this study is to examine the relationship between shopping orientation and purchasing satisfaction of apparels. To achieve the purpose, this study was carried out by means of questionnaires with female consumers aged from 20s to 50s in Daegu. The data were analysed by the frequency analysis, percentage, reliability test, factor analysis, Pearson's correlation analysis, cluster analysis, one-way ANOVA and Duncan's multiple range analysis. The statistical package for social science 9.0 for Window was used for the statistical processing of the data. The result of this study is summarized as follows. 1. To examine factors which construct female consumers' shopping orientation for apparels, a factor analysis was done, therefore, which obtained 6 factors. Also A factor analysis was done to examine the motivative factors of satisfaction with purchased apparels, 6 factors were obtained. 2. Based on the average score of shopping-orientation factors for apparels, a cluster analysis was done and it was classified into 3 clusters. There were differences in purchasing satisfaction of purchased apparels between the 3 clusters. 3. The differences in variety, shopping convenience, dignity, brand & preference, and convenient selection between the clusters were entirely p<0.001 which were very significant. There were no differences in the quality and service factors between the brand-/practicality-oriented cluster and entertainment-oriented cluster. With other factors, entertainment-oriented cluster was most satisfied than brand-/ practicality oriented cluster. But, self-reliance-oriented cluster was lowest purchasing satisfaction of apparels.

경제위기에 따른 고소득층의 소비지출에 대한 연구 - 주요 지출항목을 중심으로 - (A study of consumption patterns for high-income households -Six Major Expenditure Categories-)

  • 배미경;박광희
    • 한국생활과학회지
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    • 제14권3호
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    • pp.423-432
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    • 2005
  • This study reviewed the consumption patterns of high-income households and analyzed the ratio of major 6 expenditure categories including food at home, food away from horne, education, clothing, entertainment, and housing expenditure to total expenditure. We employed data from two different years (1997 and 1998) so that we could investigate the influence of the economy depression on the patterns and items ratio of consumption, For this purpose, the Daewoo Panel data were used. Also, data analysis was done with descriptive statistics, t-test, and regression analysis. The regression analyses were used to investigate the determinants of the high-income households' consumption patterns. The results of this study showed that food away from home, among 6 consumption items, seemed to be significantly affected by the depression, but still high-income households seemed not to lessen education expense. We included independent variables such as age, income, job, gender, debts and the likes. It was found that the age of reference person affected the amount of expenses for food, clothing, and entertainment. Other independent variables influenced different consumption categories. The results of this study would be useful for marketing strategies of fashion industries.

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청소년을 위한 스포츠 및 엔터테인먼트 안전의복의 개발 (Development of Safety Clothing for Sports and Entertainment for Adolescent)

  • 박순자;고수경
    • Human Ecology Research
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    • 제59권1호
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    • pp.83-97
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    • 2021
  • This study developed safety clothing that is essential for adolescent to protect their bodies from accidents, pursue activities and individuality. Therefore, the developed safety clothing was first based on international standards, while changing design to emphasize creativity, activity, and functionality. Two suits of boy's clothes and a girl's suit were developed as safety clothing for sportswear, along with two pairs of girl's clothes and a pair of boy's clothes for entertainment. It was confirmed that the difference in visibility was revealed by testing under different lighting conditions. Second, the survey on adolescents indicated no significant gender difference in sportswear. Round shirt+shorts for both boys and girls were the most preferred for ball game sportswear. However, there was a significant difference by gender in the design of safety clothing for entertainment. Male students preferred jump suit=cape+pants the most, and female students preferred jump suit>cape+pants in the order (p<0.05). In the safety clothes with the highest preference for entertainment, there was no gender difference. All students preferred the jump suit at the most. Checking at each school level, it was found that both middle and high school students preferred jump suit designs, and in safety clothing, middle school students preferred high-neck shirt blouse+tight skirt, and high school students preferred jump suits. Third, 35.5% responded that they would wear it more if current safety clothing is improved. This indicated the necessity of developing various safety clothing for adolescence.

메타버스 체험과 아바타 패션아이템 추구혜택 및 구매행동과의 관계 연구 (A Study on the Relationships Among Metaverse Experience, the Benefit Sought, and Purchase Behavior of Avatar Fashion Items)

  • 지경하;김한나
    • 패션비즈니스
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    • 제27권1호
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    • pp.36-49
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    • 2023
  • This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.

소비지출 영역별 소비자전망지수와 실제소비 (Consumer Expectation Index and Household Consumption Expenditures)

  • 김경자
    • 가정과삶의질연구
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    • 제26권6호
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    • pp.181-192
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    • 2008
  • This study investigated the usefulness of Consumer Expectation Index to predict real household spending. Specifically, the forecasting impact of the index on clothing, eating-out, entertainment, education, and health consumption area was examined. The results showed that the CEI was a good indicator for the future household spending of clothing, eating-out, entertainment and total consumption but it was not true for the spending of education and health. Most of CEls were significantly correlated with household spending even when household income and CPI were controlled. The impact of CEls on household spending tended to be lagged by one or two quarters.

소비자의 기술혁신 수용유형과 동영상 UCC 서비스 참여수준 (Consumer's Technology Innovation Adoption Type and the Participation Level of Multimedia UCC Services)

  • 김연정
    • 가정과삶의질연구
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    • 제27권1호
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    • pp.209-219
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    • 2009
  • This study identifies the key determinants and technology innovation adoption type of participation in multimedia UCC services. This research examines how the major factors of perceived usability, self-expression, fun & entertainment, arousal, information sharing, other's positive reputation and interface easiness contribute to participation in multimedia UCC services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. This research have categorized that the types of technology adoption for the participation of UCC were innovator consumer, early adaptor consumer, early majority consumer, and late majority consumer. The results of multiple regression analysis indicated that perceived usability, interface easiness, fun & entertainment, self-expression, arousal, other's positive reputation and type of technology adoption posited a significant effect in multimedia UCC Services.

주거용 가구 회사 웹디자인의 e-마케팅 연구 (E-marketing of Web design for Residential Furniture Company)

  • 양세은;김국선
    • 한국가구학회지
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    • 제15권1호
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    • pp.17-25
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    • 2004
  • In this study, web-sites of home furniture business in Korea have been investigated to understand the conditions for the activation of e-marketing activities. Contents of seven businesses that have been selected for the study was analyzed in three aspects: utility, value of entertainment and structure. Result of the study showed that in the aspect of utility, the web-sites were desired to provide customers with more detail and diverse information rather than simply present description and prices of the products for the purpose of promotion. In the aspect of entertainment value, it was found that the information on the web-sites lacked diversity, originality and expertism, thus requiring for an independent contents development in a way that arouse interest in the web-sites. In the aspect of structure, the web-sites were desired to have interface easy to access and with strong absorption force. To sum up, the examined web-sites were required to diversify their standardized contents in a way that reflects identity of the business and meets diverse needs of customers.

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