• Title/Summary/Keyword: u entertainment

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

  • Lee, Hyun-Ju;Kim, Sangok;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.34 no.3
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    • pp.219-225
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    • 2007
  • UPnP AV Framework automatically integrates and manages various AV devices that are connected to network as an important component in home network. Therefore, user can access and control AV contents at any time. But, other existing home entertainment systems target multimedia service support that is based on multimedia home server system. In this paper, we propose an integrated home entertainment system (u-MUSE system) that supports remote control service. It can manage application in remote AV device or control AV contents directly in home network environment. The proposed system sufficiently performs role of control center for electronic devices in home via integrated system control and AV contents playback service.

Factors Affecting the Intimacy Level Between Preschool Children and Entertainment Robot Dog - Focusing on the Principle of Distribution (엔터테인먼트 로봇 견에 대한 유아 친밀성 연구 - 분배원리를 중심으로)

  • Lee, Ha-Won;Lee, Mi-Suk
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.109-118
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    • 2020
  • The purpose of this research is to investigate the effects of interaction, gender, and age on preschool children's intimate relationship with entertainment robot dog. For this purpose, two kinds of experiments were conducted for 70 preschool children in day care centers in Seoul. Experiment 1 relates to the interaction with entertainment robot dog, 34 children aged 5 years (17 experimental groups, 17 comparative groups). Experiment 2 was a study on the effects of gender and age. A total of 36 children (pre- and post-group) of 12 children aged 3, 4, and 5 years old were included. This study interviewed the number of distributions and the motivations for distribution by using the "Dividing Game(Distribution Principle)" interview. As a result, firstly the group experiencing the interaction felt more intimate with the entertainment robot dog, and the reason was emotional factor the most(Experiment 1). Second, gender had no significant effect on entertainment robot dog intimacy and age showed a reverted U-shape. The above results are meaningful in that it reveals what kind of factors affecting the intimacy between the preschooler and entertainment robot dog.

Design and Implementation of Entertainment Biped Robot using RTOS and R/C Servo Motor (RTOS와 R/C 서보 모터를 이용한 엔터테인먼트 이족 보행 로봇 설계 및 구현)

  • Kim, Dong-Jin;Kim, Jeong-Gi;Gi, Chang-Du
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.998-1001
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    • 2003
  • In this paper, a entertainment biped robot controlled by R/C servo motors is built using the embedded RTOS (Real Time Operating System). uC/OS-II V2.00 is used for RTOS and control algorithm of R/C servo motors is proposed based on uC/OS-II's preemptive and deterministic property without any extra PWM module. The realized biped robot has 19 DOF, and a board 80C196KC as main CPU. To verify the proper walking process, ZMP(Zero Moment Point) theory is applied and ADAMS is used for simulation.

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Position Estimation Method of Entertainment Robot in Performance Stage (공연무대를 이용한 엔터테인먼트 로봇의 위치추정 방법)

  • Kang, Chul U.;Ko, Seok J.
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.3
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    • pp.151-156
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    • 2014
  • In this paper, we propose a position estimation method of an entertainment robot in a performance stage. A position information is needed to produce contents of an entertainment robot performance. First, the performance stage is realized by a CD (cadmium sulfide) sensor matrix with a constant distance. Then the proposed position estimation uses ON/OFF information of a CD sensor in a performance stage. We confirmed that the position of the robot is detected with an maximum 4cm in position evaluation experiments. The robot was traveling to the final target position in the walking experiment with 75cm and 120cm path plan. Ultimately, the effectiveness of the proposed estimation is assessed by experimental results of a robot in performance stage. Also, in the proposed system installed by a robot performance contents, there is no necessity to mount a position estimation device on a robot; therefore an advantage of our system is that an entertainment robot commercialized by robot vendor can be utilized in our performance stage directly.

V+동아리 Wemade ENT 플라워 동호회 - Wemade ENT 플라워 동호회를 만나다 우리는 꽃보다 아름다워

  • Kim, Chae-U
    • Venture DIGEST
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    • no.1 s.126
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    • pp.28-29
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    • 2009
  • 팍팍하게 돌아가는 일상 속에서 나만의 눈부신 무언가 하나를 찾았다면 그 만큼 보람되고 소중한 것이 뭐가 있을까. 대한민국 게임 산업의 메카이자, 전 세계 게이머들의 이목을 받고 있는 글러벌 벤처기업, 위메이드 엔터테인먼트(Wemade Entertainment / 이하 위메이드). 위메이드는 'Fun 경영'을 실천하며 사내동호회 활동을 적극 지원한다. 그 중 꽃꽂이 동호회인 '위메이드 플라워 가든(Wemade Flower Garden)'이 모인 현장을 찾아갔다.

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A study on the types and symbolic meanings of the traditional motifs of the Halloween costume (할로윈 커스튬에 나타난 전통 모티브의 유형 및 상징적 의미)

  • Yu, Jihun
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.709-724
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    • 2012
  • This study examined the characteristics of costumes worn at Halloween parties, a form of cultural entertainment commonly seen in the U.S. The Halloween party culture involves children and adolescents wearing costumes, decorating their bodies, and mimicking famous characters. Furthermore, the types and motifs of Halloween costumes have become a means of expressing individuality. This study conducted empirical research on how such motifs were reflected in modern Halloween party-wear in order to provide basic data regarding the development and design of Halloween costumes and the formation of the related entertainment culture. This study researched the shape of costumes and the type of traditional motif presented in these costumes, as well as analyzed the symbolic meaning of each motif. The research process was as follows. First, this study investigated the origin and evolution of Halloween by researching precedent studies, books, and internet data. Second, this study extracted the types of traditional Halloween motifs by analyzing the characteristics and symbols of Halloween costumes commonly presented in such materials. After collecting 547 Halloween-related images from U.S. and Korean Internet websites, this study sorted and analyzed images that could represent traditional Halloween motifs. According to the results, representative traditional Halloween motifs included black cats, white rabbits, tridents, scarecrows, skull and bones, ghosts, witches, vampires, bats, werewolves, and jack-o-lanterns(pumpkins, etc.). The sentiments for such traditional Halloween motifs changed according to era and race. The symbolic meaning would continuously change - from positive to negative and vice versa - to reflect various socio-cultural phenomena. The results of this study are expected to be used as basic data for developing Halloween costume designs and the related entertainment culture.

Design and Analysis of Business Model using Mobile RFID in the Exhibition Space and its Cases (모바일 RFID에 기반한 유비쿼터스 전시공간 비즈니스 모델 설계 및 사례 연구)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.47-68
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    • 2008
  • The aim of this research is to develop a new business model using mobile RFID in exhibition spaces such as museums and art galleries. Using mobile RFID, the exhibition space is expected to be evolved from a simple media space only for the exhibition to an extended space integrating media, commerce and entertainment. This paper proposes a u-Exhibition business model and its scenario in the u-Exhibition space. We discuss the real-world issues for the implementation and show the ways of investigating working conditions for the business model through revenue simulation and analyzing the expected value of tag installed on the exhibition space by so-called 'tag evaluation model.'

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The Relationship between Vitamin D and Obesity to Improve Quality of Life (삶의 질 향상을 위한 비타민 D와 비만과의 관련성에 관한 연구)

  • Kim, Sung-Gil;Park, Bu-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.139-143
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    • 2019
  • The aim of this study was to assess the association of vitamin D and urine microalbumin/creatinine (uACR) and obesity. The study subjects were Korean adults 20 years or older (n = 4,948) who participated in the Korea National Health and Nutrition Examination Survey 2012. Analysis of covariance test adjusted for covariates were performed for uACR levels in relation to vitamin D status [vitamin D deficient, 25(OH)D < 10 ng/dL; vitamin D insufficient, 25(OH)D ≥ 10, < 20 ng/dL; vitamin D sufficient, 25(OH)D ≥ 20 ng/dL]. The key study results were as follows: First, in the populations without obesity (BMI < 25 kg/m2), uACR levels were decreased with the increasing of vitamin D status (p < 0.001) after adjusting for relevant variables. Second, in the populations with obesity (BMI ≥ 25 kg/m2), the association between uACR levels and vitamin D status was not significant (p = 0.659). In conclusion, urine microalbumin/creatinine levels were inversely associated with vitamin D status in Korean adults without obesity, but not in Korean adults with obesity.

A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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