• Title/Summary/Keyword: Electronic entertainment

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Development of a Bio-mimetic Entertainment Robot with Autonomous Feeding Functionality

  • Cho, Ik-Jin;Choi, Byoung-Jun;Jeong, Kil-Woong;Lee, Yun-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1525-1529
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    • 2004
  • Most of the recently developed robots are human friendly robots which imitate an animal or human such as entertainment robot, bio-mimetic robot and humanoid robot. Interest in these robots are increasing since the social trend is focused on health, welfare, and graying. By these social backgrounds, robots become more human friendly and suitable for home or personal environment. The more bio-mimetic robots resemble living creature, the more human feels familiarity. People feel close friendship not only when they feed a pet, but also when they watch a pet having the food. Most of entertainment robots and pet robots use internal-type batteries and have a self-recharging function. Entertainment robots and pet robots with internal-type batteries are not able to operate during charging the battery. So far there have been a few robots that do not depend on a battery. However, they need a bulky energy conversion unit and a slug or foods as an energy source, which is not suitable for home or personal application. In this paper, we introduce a new bio-mimetic entertainment robot with autonomous feeding functionality, called ELIRO-1(Eating LIzard RObot version 1). The ELIRO-1 is able to find a food (a small battery), feed by itself and evacuate. We describe the design concept of the autonomous feeding mechanism of the ELIRO-1, characteristics of sub-parts of the manufactured mechanism and the control system.

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Hazard Identification and Risk Assessment for the Use of Passenger Portable Electronic Devices (승객 휴대 전자기기 사용에 대한 위해요인 식별 및 리스크 평가)

  • Lim, In-Kyu;Kim, Mu-Geun;Kang, Ja-Young
    • Journal of Advanced Navigation Technology
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    • v.22 no.4
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    • pp.288-294
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    • 2018
  • The entertainment system of the aircraft has changed its paradigm in the form of using passenger electronic devices instead of using a fixed monitor. This has simplified the on-board equipment while the risk of safety has increased with the electric charging of portable electronic devices. Unlike personal portable electronic devices that do not have a transmission function, the use of Wi-Fi enabled electronic devices(T-PED) is allowed and the battery is required to be charged in the cabin. In this study, we used the NASA Aviation Safety Reporting System to investigate the effects of changes in wireless environment and entertainment service. Based on this, we analyzed the risks of personal electronic devices by sharing event occurrence cases caused by in-flight electronic equipment or passenger portable electronic devices(especially smart phones) from the viewpoint of aircraft safety management. This analysis includes identification of potential hazards and risk assessment, and finally the strategies for risk mitigation for safe use of portable electronic devices are suggested.

A Study on Emotion-Modeling Algorithm of Entertainment Robot (엔터테인먼트 로봇의 강성 알고리즘 연구)

  • Choi, Jae-Il;Kim, Seung-Woo
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.505-508
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    • 2002
  • An emotionally modeled robot is dealt in this paper. The emotional model is required especially in the entertainment robot. Recently, the entertainment robots have been developed as the next generation of electronic toys. They require several capabilities such as perceiving, acting, communication, and surviving. The owner recognizes the communication with a entertainment robot by observing its expression and reaction. The expression is realized by emotion-based actions based on moving, dancing, sounding, speaking, and lighting. Therefore, we propose an emotional modeling algorithm, using the fuzzy logic system, in this paper. Good performance of the algorithm is confirmed by the result of a simulation.

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The impact of Marketing Communication Content Distributed on Social Networks on Electronic Word-of-Mouth

  • VO, Minh Sang;HUYNH, Dung Quoc Vu;NGUYEN, Giang Huong;DANG, Giang Ha Nguyen;HUYNH, Duong Dai;LE, Bao Quang;DANG, Nhut Minh
    • Journal of Distribution Science
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    • v.20 no.5
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    • pp.65-74
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    • 2022
  • Purpose: This paper evaluates which characteristics of marketing communication content distributed on social networks impact electronic word-of-mouth (e-WOM). Research design, data, and methodology: Quantitative research was carried out on 637 Vietnamese people aged from 18, who were exposed to marketing communication programs of fashion brands. Preliminary data were analyzed by the reliability of the scale, multivariate regression analysis, and analysis of variance. Results: The research findings have identified the four characteristics of social media content that positively impact e-WOM, including entertainment, interaction, trendiness, and customization. Participants aged 30 and under have a higher appreciation for media content and e-WOM than those from 31 and over. Conclusion: To promote e-WOM, marketing communication content distributed on social networks should focus on the following characteristics: (1) The entertainment of marketing communication content should involve positive emotions, fun, and enjoyment; (2) With interactive content, focus should be placed on discussion and exchange content, content that encourages sharing, and two-way interactive content; (3) For trending marketing communication content, marketers consider communicating brand-related latest information, up-to-date information, and hot discussion topics; and (4) When creating customized content, brands should be interesting, customized (information, product, price), and unique.

Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game (1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로)

  • Jeon, Eun Ki
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.77-86
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    • 2022
  • This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.

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.

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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A Study about the difference of the Visual Perception and Attention of the People with Intellectual Disabilities from the Application of the Electronic Media and Traditional Paper Material (전통적 종이형태의 평가와 전자매체를 적용한 평가에 따른 지적장애인들의 시지각 능력과 시각적 주의집중의 차이에 관한 연구)

  • Son, Sung-Min;Jeon, Byoung-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.505-514
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    • 2019
  • The purpose of this study is to analyze the difference of the visual perception and attention of the people with intellectual disability from the application of the assessment applying an electronic media and traditional paper material. The study subjects were 12 people with intellectual disability, To assess the visual perception, the motor free visual perception test-3 was used and the trail making test was used to assess the visual attention. After the assessment of the visual perception and attention applying the traditional paper material, the assessment applying the electronic media. The results of the visual perception and attention showed the difference of the visual perception and attention, and the scores of the visual perception and attention applying the assessment of the electronic media showed the more higher than the assessment of the traditional paper material. The electronic media could be worked as a factor to increase the visual perception and attention of the people with intellectual disability. Thus, the difference should be considered to apply the electronic media for them.