• Title/Summary/Keyword: 로봇 스타일

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Robot vs Human: Comparative Study on the Effect of Service Success and Failure on Customer Behavioral Intentions of Service Employees (로봇 vs 사람: 종업원의 서비스 성공과 실패가 고객행동의도에 미치는 영향에 관한 비교 연구)

  • Lee, Cheonglim
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.13-27
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    • 2022
  • This study focused on the role of service robots as employees, and examined how robot services affect customer behavior compared to human employees in service success and failure situations. The three experiments were performed on barista robot, serving robot, and chef robot. The results of this study are as follows. First, in the case of service success, customers showed similar intentions for revisit regardless of employee type. On the other hand, in the case of service failure, the revisit intention was found to be more negative than that of the human employee when the service was received from the robot employee. The reason for this was found to be that customers had lower expectations for the capabilities of service robots compared to humans. Finally, customers perceive that robot services are more stable than human services.

A Study of wearable robot styling for the support a industrial work force assistance (산업용 착용식 근력 증강 로봇 스타일링 연구)

  • Stone, Daniel;Kim, Hyung Joo;Bae, Hyunki
    • The Journal of Korea Robotics Society
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    • v.9 no.2
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    • pp.79-95
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    • 2014
  • We are at the dawn of a new era in which the importance of robots will be evaluated on the basis of not only their functions but also their appearance. Therefore, those manufacturers who continue to develop robots that only offer convenience and do not keep up with the emerging trends might be weeded out from the robot market in the future. This study empirically tested and verified the ways in which the commercial value of wearable robots is enhanced when they are stylishly attired, using user and work environment analysis. For the purpose of this study, a styling development project for wearable robots was undertaken and applied to the actual development of these robots. Based on the results of the study, a new styling process for such robots was established. Those manufacturers who will realize the importance of styling of robots and develop robots using this process shall become the trendsetters in designing stylized robots and lead the robot industry in the future.

Modified Kalman Filter Method for the Position Estimation of an Autonomous Mobile Robot (자율이동 로봇의 위치추정을 위한 변형된 칼만필터 방식)

  • Eom, Ki-Hwan;Kang, Seong-Ho;Kim, Joo-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.781-790
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    • 2008
  • In order to improve on the divergence by noise convariance in the Kalman filter position estimation, we propose a method of position estimating through compensating the autonomous mobile robot's noise. Proposed method is the modified Kalman filter using neural network. It is prevented the divergence by the estimation of measurement noise covariance and system noise covariance. In order to verify the effectiveness of the proposed method, we performed simulations and experiments for position estimation. The results show that convergence and position error is reduced than the Kalman filter method.

An Implementation of Web-Based Korean Language Information Retrieval System (웹기반 한글정보검색시스템의 구현)

  • Hong, G.C.;Chung, H.S.
    • Electronics and Telecommunications Trends
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    • v.14 no.6 s.60
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    • pp.9-21
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    • 1999
  • 최근 인터넷상에는 매일 방대한 양의 정보가 창출되어 유포되고 있으며, 수많은 정보 제공 사이트들이 늘고 있다. 이용자들은 필요한 정보를 찾고 활용하기 위해 야후(Yahoo), 알타비스타(AltaVista) 등 국외 검색엔진(search engine)들과 심마니, 미스 다찾니 등 국내 검색엔진 등 인터넷상에 운용되고 있는 이들 시스템들을 이용하고 있지만, 대부분의 시스템들은 자체 정보 제공보다는 로봇 에이전트를 이용하여 인터넷 사이트에 등록되어 있는 다양한 분야의 홈페이지 정보들을 수집/분석하여 관련 사이트를 연결해주는 방식의 메타 검색엔진들로서 불필요한 정보들까지 제공함에 따라 이용자들이 필요로 하는 정보를 찾기에는 너무 많은 노력과 시간을 소모하게 되는 문제점을 안고 있다. 이에 본 고에서는 형태소 분석 및 시소러스 사전을 이용하여 검색의 정확성 및 재현율 향상을 고려하고, 주제어 중심의 불리언 검색뿐만 아니라 하이퍼텍스트 기반의 주제어 카탈로그 검색, 각기 다른 사이트의 검색엔진들로부터 질의한 결과를 통합하여 제공하는 지능형 통합검색, 이용자 프로파일에 근거하여 최신 업데이트된 정보를 주기적으로 제공해주는 맞춤정보서비스(Selective Dissemination of Information Service: SDI) 등을 통합한 인터넷 기반의 한글 정보검색시스템의 구현에 대한 내용을 기술하고자 한다.

A Study on Nurturing Korean Star Character by Analysis of Nintendo Super Mario Character Transition - Focusing on Robot Taekwon V - (닌텐도 '슈퍼마리오' 캐릭터 변천 분석에 따른 한국형 스타캐릭터 육성에 관한 연구 - 로봇태권 V를 중심으로 -)

  • Tak, Yeon-Suk
    • Journal of Korea Multimedia Society
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    • v.22 no.3
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    • pp.395-402
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    • 2019
  • Star characters play a key role in the background of contents that secure global competitiveness. In this study, we study the growth factors and transitional forms of Nintendo Super Mario Bros. and suggest the direction of nurturing Korean star characters. As a result of the analysis of Super Mario Bros., it was possible to derive the growth factors of Originality, repeatability, Continuity, Pertain, and Star Fame and the transition result of step development method. Robot Taekwon V was presented as a reference model while Korean game characters with global competitiveness were excavated. Robot Taekwon V, which combines the features of friendly, unique, symbolism, and narrative, could be used to present a development model of the type of jump development. In the jump development model, character development and Upbringing, diversification of genre, pioneering of new markets combined with new technology, and fostering of characters through linkage with other industries were presented.

A study on the uniqueness of 's hyper-realistic animation style (영화 <아바타>가 보여주는 극사실적 애니메이션 스타일의 특이성 연구)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.20
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    • pp.47-61
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    • 2010
  • The Uncanny Valley is a hypothesis introduced by a roboticist, Masahiro Mori. The theory holds that as robots and other facsimiles of humans look and act more human-like, the emotional response from a human spectator to them will become increasingly empathic, until they approach realistic similarity to humans but not quite exactly like them, when those images stop being likable and instead become repulsive and "uncanny." Although the scientific validity of this hypothesis is still debatable, it is true that many spectators has tendency to reject hyper-realistic animation. For that reason, the great success of the recent movie Avatar is remarkable. Computer animations that try to represent humans in hyper-realistic way fall into a paradox: successful result images would look too mundane and unsuccessful ones look "wrong". On top of that, audience would expect from hyper-realistic animation to see same level of acting of live-action films, which is usually not the case. The subtle differences between digital characters and real actors irritate spectators and hinder them in absorbtion. The biggest difference between Avatar and other hyper-realistic animation is the referent of their representation. While Avatar pursues a similar hyper-realistic visual style, the referents of the representation shown in this movie are totally alien to us thus impossible to compare with the real counterparts. Unlike characters in other hyper-realistic animations who had to fight an uphill battle with great actors in real life, those in Avatar have criteria of their own. That is why this movie can be free from the dreadful valley and let the audience absorb into the spectacle.

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Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.228-234
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    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

Mission Oriented Global Path Generation for Unmanned Combat Vehicle Based on the Mission Type and Multiple Grid Maps (임무유형과 다중 격자지도 기반의 임무지향적 전역경로 생성 연구)

  • Lee, Ho-Joo;Lee, Young-Il;Lee, Myung-Chun
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.2
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    • pp.180-187
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    • 2010
  • In this paper, a global path generation method is suggested using multiple grid maps connected with the mission type of unmanned combat vehicle(UCV). In order to carry out a mission for UCV, it is essential to find a global path which is coincident with the characteristics of the mission. This can be done by considering various combat circumstances represented as grid maps such as velocity map, threat map and communication map. Cost functions of multiple grid maps are linearly combined and normalized to them simultaneously for the path generation. The proposed method is realized using $A^*$, a well known search algorithm, and cost functions are normalized in the ratio of the traverse time which is one of critical information should be provided with the operators using the velocity map. By the experiments, it is checked found global paths match with the mission type by reflecting input data of grid maps properly and the computation time is short enough to regenerate paths in real time as combat circumstances change.

A Study on Recognition of Robot Barista Using Social Media Text Mining (소셜미디어 텍스트마이닝을 활용한 로봇 바리스타 인식 탐색 연구)

  • Han Jangheon;An Kabsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.37-47
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    • 2024
  • The food tech market, which uses artificial intelligence robots for the restaurant industry, is gradually expanding. Among them, the robot barista, a representative food tech case for the restaurant industry, is characterized by increasing the efficiency of operators and providing things for visitors to see and enjoy through a 24-hour unmanned operation. This research was conducted through text mining analysis to examine trends related to robot baristas in the restaurant industry. The research results are as follows. First, keywords such as coffee, cafe, certification, ordering, taste, interest, people, robot cafe, coffee barista expert, free, course, unmanned, and wine sommelier were highly frequent. Second, time, variety, possibility, people, process, operation, service, and thought showed high closeness centrality. Third, as a result of CONCOR analysis, a total of 5 keyword clusters with high relevance to the restaurant industry were formed. In order to activate robot barista in the future, it is necessary to pay more attention to functional development that can strengthen its functions and features, as well as online promotion through various events and SNS in the robot barista cafe.

A Study on the Evaluation of Repeated Measurement Stability of 3D Tooth Model Obtained by Several Dental Scanners (수종의 치과용 스캐너로 채득된 3차원 치아 모형의 반복측정 안정성 평가 연구)

  • Bae, Eun-Jeong;Kim, Won-Soo;Lim, Joong Yeon
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.996-1003
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    • 2021
  • The purpose of this study is to evaluate the reliability of repeated measurements of several dental scanners. Blue-lighted scanners, white-light scanners and optical-type scanners are used in the study of repeatability in this study. The measurement results were calculated as root mean square (RMS) and the significance level was confirmed by applying the 1-way ANOVA statistical technique (𝛼=.05). According to the statistical analysis, the scanner with the largest RMS value was Z-opt group (38.2 ㎛. Next, D-white was 35.2 ㎛ and the group with the lowest RMS value was I-blue (34.1 ㎛). The comparison of RMS means between each group was not significant (p>.05). From this result, the blue light had the lowest error in repeatability of dental scanners, but no statistical significance. The conclusion of this study is that the study results are clinically acceptable.