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Real Time Monitoring of Smart Baby Bed using Sound Sensor (사운드 센서 이용한 Smart 아기 침대의 실시간 모니터링)

  • Kwon, Mi-Rae;Park, Hwa-Jung;Kim, Nam-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.230-232
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    • 2021
  • As the ratio of double-income households and parental leave use increase, there is an increasing demand for products that help when raising children alone. In particular, there is a lot of demand for baby beds that help raise children without difficulty even by themselves. Therefore, in this paper, we propose a real-time monitoring of a smart crib using a sound sensor. The proposed bed uses a sound sensor to detect the child's crying and condition, and the measured sensor output value can be checked with a mobile application. When the sound sensor output value is more than a certain value, a voice file such as a lullaby recorded with the voice of the parents is played, and if the sensor output value is less than a certain value, the playing voice file is stopped. If the sensor output value continues to exist after a certain period of time, a pop-up notification is sent to the mobile application. This allows the child to quickly calm down with a sense of stability and comfort through the recorded voices of the parents, and the parents can remotely monitor the child's condition in real time.

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Images of the Landscape and Society of Haeju during the late Joseon Dynasty (조선 후기 해주의 경관과 세태 이미지)

  • Park, Jeong-Ae
    • Journal of architectural history
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    • v.32 no.5
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    • pp.81-94
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    • 2023
  • Haeju was home to the Hwanghae-do Provincial Office and a hub for supporting the northwestern regions of Korea. Local commerce expanded in Haeju during the late Joseon period based on its abundant resources and regional products, leading it to evolve into a large city. King Seonjo temporarily resided in Haeju while seeking refuge from the Japanese Invasions of Korea, and Yi Yi (sobriquet: Yulgok) secluded himself in Seokdam in Haeju in his later years. King Seonjo's residence in Haeju and Yi Yi's retirement there boosted interest in the city among the literati and influenced its places of scenic beauty. The development of its local history and literary achievements were documented in a wide variety of historical records and visual materials. Eight scenic views in Haeju became famous through a poem written by Seong Su-ik in the late sixteenth century. Around the mid-eighteenth century, eight new scenic views became popular. Local officials and travelers from other regions produced a vast body of prose and poetry focusing on the landscape and society of Haeju, playing a crucial role in raising awareness of its scenic attractions. Most surviving visual materials related to Haeju were created in and after the nineteenth century. Many of them illustrate both landscapes and the everyday lives of people. Among them, paintings of scenic spots created by Jeong Seon (sobriquet: Gyeomjae), who never actually visited Haeju in person, raises some of the issues posed by relying on indirect materials. In contrast, Eight Scenic Views of Haeju, which is presumed to have been produced by a local painter, appears to have accurately highlighted the characteristics of each scenic spot. Moreover, Haejudo, a folding screen presenting a panoramic view of Haeju, incorporates content from paintings depicting eight scenic views, in this case Eight Scenic views of Haeju. This practice can be observed in visual materials of other provincial cities.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

A Semi-analytical Approach for Numerical Analysis of Residual Stress in Oxide Scale Grown on Hot-rolled Steels (열간압연강에서 형성된 산화물 스케일의 잔류 응력 수치 분석을 위한 준해석적 방법 개발)

  • Y.-J. Jun;J.-G. Yoon;J.-M. Lee;S.-H. Kim;Y.-C. Kim;S. Nam;W. Noh
    • Transactions of Materials Processing
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    • v.33 no.3
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    • pp.200-207
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    • 2024
  • In this study, we developed a semi-analytical approach for the numerical analysis of residual stress in oxide scales formed on hot-rolled steels. The oxide scale, formed during the hot rolling process, experiences complex interactions due to thermal and mechanical influences, significantly affecting the material's integrity and performance. Our research focuses on integrating various stress components such as thermal stress, growth stress, and creep behavior to predict the residual stress within the oxide layer. The semi-analytical method combines analytical expressions for each stress component with numerical integration to account for their cumulative effects. Validation through instrumented indentation tests confirms the reliability of our model, which considers thermal expansion coefficient (CTE) differences, scale growth, and creep-induced stress relaxation. Our findings indicate that thermal stress resulting from CTE differences significantly impacts the overall residual stress, with growth stress contributing a compressive component during cooling, and creep behavior playing a minor role in stress relaxation. This comprehensive approach enhances the accuracy of residual stress prediction, facilitating the optimization of material design and processing conditions for hot-rolled steel products.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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Case Study on Bodyboard Design Development though User's needs (사용자 욕구조사를 통한 해양레저용품(Bodyboard)디자인 컨셉개발)

  • Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.135-145
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    • 2013
  • One of the words that describe unique features of human beings is "Homo Ludens (Playing Man)". As humans enjoy abundant and prosperous lives and the quality of life is further improved, play is increasingly becoming a central value of human life. As part of play, ocean leisure is getting popular these days, and in turn demands for ocean leisure-related products in Korea, most of which are dependent on foreign markets, are growing. Therefore, it is required that local companies are quick to turn their eyes on the fast developing market. This research aims to help develop a design concept for bodyboard, more suitable for the domestic market, by analyzing products and reflecting customers' needs. The findings of this study are as follows: first, it is desirable that the target of bodyboard in domestic market is young people aged between 14 and 29 and its price ranges from 40,000 to 100,000 won; second, a tube-type bodyboard is appropriate for beaches in Korea mostly with small and gentle waves, as also shown in a survey that over 65% of those surveyed prefer a tube-type bodyboard, and lastly, the CMFF (Color, Material, Form, and Function) strategy was newly developed in this study in order to create new concept bodyboards.

Community Structure, Species Composition and Population Status of NTFPs of Ziro Valley in Arunachal Pradesh, India

  • Bamin, Yakang;Gajurel, Padma Raj;Paul, Ashish
    • Journal of Forest and Environmental Science
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    • v.33 no.3
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    • pp.202-225
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    • 2017
  • Non Timber Forest Products (NTFPs) has gained a lot of significance over the years as a means of income generation. Forests are playing a vital role in the supply of these products, however, due to their continuous extraction, the population of many species might have depleted. Very little information is known about community structure and population status of NTFPs. No specific studies have been made to find out the occurrence, availability of species and population status in the forests, supplying the resources. The present study has been carried out in community forests of the naturally occurring NTFPs in the temperate forest of the Ziro valley of Arunachal Pradesh. The main aim is to determine community structure, species composition and population status of NTFPs. Three forest stands viz., Nyilii, Dura and Gyachi were selected which are used by the Apatani tribe for extraction of the NTFPs. For evaluation of species composition and community characteristics, the sampling of the vegetation was done using the quadrat method. A total 137 species representing 68 families and 116 genera were recorded. Herbs represent the maximum diversity with 71 species followed by 35 shrub species and 31 tree species. The families Asteraceae and Rosaceaeae exhibited maximum representation followed by Urticaceae. The species under Fagaceae, Lauraceae, Rosaceae and Rutaceae were found to be important NTFP yielding species. Highest species richness was recorded in Nyilii having 124 species, while lowest in Dura with 102 species. Density of tree, shrub and herb ranged between 376 to $456\;individuals\;ha^{-1}$, 2848 to $3696\;individuals\;ha^{-1}$ and 31.44 to $36.64\;individuals\;m^{-2}$, respectively. The total basal area was found to be highest ($51.64m^2\;ha^{-1}$) in Dura followed by Nyilii ($25.32m^2\;ha^{-1}$) and lowest in Gyachi ($22.82m^2\;ha^{-1}$). In all the three study stands the species diversity indices showed the trend, herbs > shrubs > trees while the evenness index showed the trend as shrubs > herbs > trees. The overall species similarity index was highest (82.35%) between Dura and Gyachi. About 80% of the total recorded species showed clumped distribution while, no regular distribution was shown by any species. The three selected stands harbor about 50 important NTFP yielding species which are being used commonly by the Apatani people in their day to day life. Among the three study sites, overall diversity of NTFP was found highest in the Nyilii stand while the density of population was found better in Dura and Gyachi stands. The population of many species was found to be low due to continue harvesting without any sustainable management by the communities. All the selected forest stands have the potentiality to grow the high value NTFP yielding species and if managed properly, they can support the livelihood and economy of the local communities.

A Study on Status Quo and Problems of Cultural Exchange of Bangladesh-China-India-Myanmar Economic Corridor from the Perspective of Soft Power

  • Sun, Xiqin;He, Hongmei;Zhou, Yunsong;Zhou, Yuting
    • Korea and Global Affairs
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    • v.3 no.2
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    • pp.183-220
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    • 2019
  • Nowadays, soft power is playing a more important role in international communication and cooperation, and as cultural exchange in regional cooperation is deeply influenced by national soft powers, the development is usually unbalanced. Bangladesh, China, India and Myanmar are adjacent to each other with a long history of intercourse. In the year 2013, initiation of constructing Bangladesh-China-India-Myanmar Economic Corridor advocated by China and India was responded positively by Bangladesh and Myanmar. Since then, the world has witnessed an increasing connection of these four countries. Being the critical bond connecting the southwestern areas of China and Bangladesh, India as well as Myanmar, Bangladesh-China-India-Myanmar Economic Corridor is characterized by multiple regional cultures along with frequent connections in cultural products and activities. However, cultural exchange now is dominated by imbalanced development due to potent soft power of China and India that these two countries export more cultural products to the rest, which has an impact in many fields of Bangladesh and Myanmar. Priority should be given to coordinated development in cultural exchange regarding the construction of Bangladesh-China-India-Myanmar Economic Corridor. Only by developing a sustainable development mechanism for cultural exchange, to coordinate the influences of soft powers of these four countries, then a fine complexion of "all flowers are in bloom" can be created, returning to five original intention of the construction of this economic corridor: "Policy Communication" and "Strength People-to-people Ties", etc.

Prospects for development of cosmetic industry using natural products in Chungbuk (충북지역의 천연 자원을 활용한 화장품 산업의 발전 전망)

  • Hwang, Hyung seo
    • Proceedings of the Plant Resources Society of Korea Conference
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    • 2018.10a
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    • pp.26-27
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    • 2018
  • With entry into force of the Nagoya Protocol to promote the fair sharing of the benefits of accessing and utilizing genetic resources, much support has been given to research on the development of biomaterials and products using domestic natural resources. Conservation and resource-saving of native species became very important through Nagoya Protocol enactment. The trend of cosmetic industry has been shifing from use synthetic chemicals to natural biomaterials, due to the safety regulations on new materials, ban on animal experiments, and expansion of cosmeceuticals range. In addition, functional cosmetic range has been expanded from whitening, wrinkle improvement, and ultraviolet shielding, to hair loss, hair loss alleviation, acne relaxation, and moisturizing of atopic skin, thus causing the activation of research about field of efficacy evaluation on natural biomaterials and commercialization. Chungbuk province is fostering the bio industry as a key industry for regional economic growth. For this purpose, Osong Biotechnology Complex/Ochang Science Industrial Complex in middle area, Jecheon biovalley in northern region, and Chungju Enterprise city have been established, thus playing a pivotal role in Bio innovative cluster in Korea. In particular, it was established the osong cosmetics clinical research support center to develop the cosmetics industry in chungbuk, thereby supporting clinical trials, efficacy evaluations, overseas certification, and overseas market entry in order to advance into the global market. In addition, oriental plants such as astragalus propinquus, schisandra chinensis, eucommia, alpiniae oxyphyllae fructus and biancaea sappan are being actively studied as global cosmetic ingredients through the promotion of various national research and development projects using natural materials in chungbuk province. The chungbuk natural product industry is expected to grow further throughout cosmetics industry development in the future, as companies and research institutes are actively promoting the secure index of effective material in natural products and effective material commercialization.

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Analyze Technologies and Trends in Commercialized Radiology Artificial Intelligence Medical Device (상용화된 영상의학 인공지능 의료기기의 기술 및 동향 분석)

  • Chang-Hwa Han
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.881-887
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    • 2023
  • This study aims to analyze the development and current trends of AI-based medical imaging devices commercialized in South Korea. As of September 30, 2023, there were a total of 186 AI-based medical devices licensed, certified, and reported to the Korean Ministry of Food and Drug Safety, of which 138 were related to imaging. The study comprehensively examined the yearly approval trends, equipment types, application areas, and key functions from 2018 to 2023. The study found that the number of AI medical devices started from four products in 2018 and grew steadily until 2023, with a sharp increase after 2020. This can be attributed to the interaction between the advancement of AI technology and the increasing demand in the medical field. By equipment, AI medical devices were developed in the order of CT, X-ray, and MR, which reflects the characteristics and clinical importance of the images of each equipment. This study found that the development of AI medical devices for specific areas such as the thorax, cranial nerves, and musculoskeletal system is active, and the main functions are medical image analysis, detection and diagnosis assistance, and image transmission. These results suggest that AI's pattern recognition and data analysis capabilities are playing an important role in the medical imaging field. In addition, this study examined the number of Korean products that have received international certifications, particularly the US FDA and European CE. The results show that many products have been certified by both organizations, indicating that Korean AI medical devices are in line with international standards and are competitive in the global market. By analyzing the impact of AI technology on medical imaging and its potential for development, this study provides important implications for future research and development directions. However, challenges such as regulatory aspects, data quality and accessibility, and clinical validity are also pointed out, requiring continued research and improvement on these issues.