• Title/Summary/Keyword: Electronic entertainment

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A Human-Robot Interaction Entertainment Pet Robot (HRI 엔터테인먼트 애완 로봇)

  • Lee, Heejin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.2
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    • pp.179-185
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    • 2014
  • In this paper, a quadruped walking pet robot for human-robot interaction, a robot-controller using a smart phone application program, and a home smart control system using sensor informations providing from the robot are described. The robot has 20 degree of freedom and consists of various sensors such as Kinect sensor, infrared sensor, 3 axis motion sensor, temperature/humidity sensor, gas sensor and graphic LCD module. We propose algorithms for the robot entertainment: walking algorithm of the robot, motion and voice recognition algorithm using Kinect sensor. emotional expression algorithm, smart phone application algorithm for a remote control of the robot, and home smart control algorithm for controlling home appliances. The experiments of this paper show that the proposed algorithms applied to the pet robot, smart phone, and computer are well operated.

Implementation of a Single Image Detection and Tracking System in Multiple Images (다중 이미지에서 단일 이미지 검출 및 추적 시스템 구현)

  • Choi, Jaehak;Park, Inho;Kim, Seongyoon;Lee, Yonghwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.3
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    • pp.78-81
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    • 2017
  • Augmented Reality(AR) is the core technology of the future knowledge service industry. It is expected to be used in various fields such as medical, education, entertainment etc. Briefly, augmented reality technology is a technique in which a mapped virtual object is augmented when a real-world object is viewed through a device after mapping a real-world object and a virtual object. In this paper, we implemented object detection and tracking system, which is a key technology of augmented reality. To speed up the object tracking, the ORB algorithm, which is a lightweight algorithm compared to the detection algorithm, is applied. In addition, KNN classifier, which is a machine learning algorithm, was applied to detect a single object by learning multiple images.

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Implementation of Automotive Multimedia Interface Supporting Multi-Channel Display in Multi-Screen Display (다채널 다중 화면 디스플레이를 지원하는 차량용 멀티미디어 인터페이스 구현)

  • Jeon, Young-Joon;Song, Bong-Gi;Kim, Jang-Ju;Park, Jang-Sik;Yu, Yun-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.199-206
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    • 2013
  • Recently, the diverse needs of the drivers for in-vehicle infotainment systems are increasing rapidly. As a result, the infotainment systems are equipped with more convenient and human-friendly high-tech features. In this paper, we designed and implemented in-vehicle multimedia infotainment system based on embedded system that was applied various multimedia to in-vehicles. The proposed system can support independent display on each screen for the multi-channel multimedia source based on one processor(1 CPU). Therefore, our system can be reduced costs compared to other systems. This system not only displays the video and audio data in storage devices but also displays CAM, T-DMB, and DVB-T multimedia contents which are supplied in real-time services. Also, our system could multi-screen displays multimedia data in smart phone using Wi-Fi. We expect that in-vehicle infotainment systems like AVN(Audio video navigation) and RSE(Rear Seat Entertainment) could be used in various applications and reduced costs.

A Study on the Effect of International Trade on Electronic Commerce (전자상거래가 무역에 미치는 영향과 대응방안)

  • 김재우
    • The Journal of Information Technology
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    • v.1 no.2
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    • pp.163-180
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    • 1998
  • As the Internet empowers citizens and democratizes societies, it is also changing classic business and economic paradigms. New models of commercial Interaction are developing as businesses and consumers participate in the electronic marketplace and reap the resultant benefits. Entrepreneurs are able to start new businesses more easily, with smaller up-front investment requirements, by accessing the Internet's worldwide network of customers. Internet technology is having a profound effect on the global trade in services. World trade involving computer software, entertainment products(motion pictures, videos, games, soul)d recordings), information services(databases, online newspapers), technical information, product licenses, financial services, and professional services(businesses and technical consulting, accounting, architectural design, legal advice, travel services, etc.) has grown rapidly in the past decade.

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Ultra precision machining of the mold core for free surface prism lens (자유곡면 프리즘 렌즈 사출용 코어 초정밀 형상 가공)

  • Lee, Dong-Kil;Lee, Hak-Suk;Lee, Jong-Jin;Song, Min-Jong;Kim, Sang-Seok;Kim, Hye-Jeong;Kim, Jeong-Ho
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.06a
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    • pp.452-452
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    • 2008
  • Abstract Head-mounted displays(HMD) are being developed and marketed in growing numbers for a variety of applications. Though most commonly associated with entertainment applications other applications are also being developed. The field vision on the display screens is expanded by the optical system producing an imaginary screen that appears to be positioned several meters in front of the viewer. In this study, the mold core for the prism lens of HMD was processed by fly-cutting method, and the form accuracy of the mold core was measured.

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Investigating Product Uncertainties in Online Shopping: Evidence from Kenya

  • Kim, Jae Kyung;Mugwe, Paul Dadson
    • Smart Media Journal
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    • v.6 no.1
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    • pp.39-46
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    • 2017
  • The internet has become an important part of the many aspects of people's daily lives such as work, study, entertainment and in form of electronic commerce, shopping. Electronic commerce is growing rapidly in Kenya. There are many successful business-to-business, business-to-customer and customer-to-customer online shopping companies in Kenya. As a consequence, competition between vendors is intense and, therefore, mitigating the negative effects of high product uncertainty is necessary requirement as it remains a biggest hindrance for success of the online shopping. The purpose of this research is to investigate how online product description, third party product assurance, customer service and website design mitigate the negative impact of high product uncertainty. A questionnaire with 28 items is designed to collect data from online customers. Using multiple regression analysis, the relationship between dependent variable (product uncertainty) and independent variables such as product description, third party assurance, website design and customer service is tested. The result shows that all the independent variables are negatively correlated with dependent variable, which means that product description, third party assurance, website design and customer service can be used by online vendors to lessen the problem of product uncertainty in online markets.

Sexuality, Contraception, and Induced Abortion among Adolescents and Young Adults in the Export Processing Zones of Korea (미혼여성의 성, 피임, 그리고 인공유산 - 수출공단지역의 사례연구)

  • 조성남
    • Korea journal of population studies
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    • v.19 no.1
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    • pp.93-122
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    • 1996
  • This is a study of the determinants of sexual, contraceptive, and abortion behavior among unmarried female adolescents and young adults, which has emerged as a growing and serious health problem in Korea. As part of a larger project, data were gathered in three export zones: Kuro (Seoul), Kumi (Kyngbuk) Masan Changwon (Kyongnam) ; and the study samples are regrouped into three categories: 1) factory workers, i.e. , the reference group serving as program participants, 2) entertainment workers, and 3) ob-gyn patients. This study indicates that entertainment workers are at highest risk of experiencing premarital sex, STDs, contraceptive failure, unwanted pregnancies, and induced abortion. Of them, 20 percent had STDs as a result of first sexual experience: and about seven tenths had two or more pregnancies due to the adoption of low-efficacy methods. The proportion of those who had ever been pregnant was 60 percent for the group as a whole: 36 percent for the program participants: 64 percent for the entertainment workers ; and 91 percent four the ob-gyn patients. These proportions are exactly the same for abortion in each group, which means that all pregnancies ended in induced abortion. Of the respondents who said that they were sexually active at the time of survey, abortions were very high: 1.6 for the program participants, 2.3 for the entertainment workers, and 1.9 for the ob-gyn patients. About 80 percent of the women had abortions during the first trimester, and two thirds of the first abortions took place between the ages of 20 and 23. About one fourth experienced post-abortion complication, which was highest among the program participants (39 percent). Sixty percent of those with complications visited a hospital or took medicine to treat the problem. Even after the experience of induced abortion, the use of contraception was very low, except among the entertainment workers, whose level of use reached 53 percent. The most obvious recommendation, arising from this research, is that 'good-quality' counselling and family planning services be established under the auspices of both national and local government, particularly targeted for the entertainment workers as well as the factory workers in various textile, electronic, manufacturing, and other industrial sectors. We believe that entertainment sectors should be restructured radically so that young women who work for amusement bars and other entertainment sectors obtain protection from the risk of having unwanted pregnancies, STDs, and induced abortion.

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A Study on the changes the electronic game by the times (전자게임의 시대별 변천과정에 관한 연구)

  • 은광하;이동연
    • Archives of design research
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    • v.15 no.1
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    • pp.327-338
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    • 2002
  • Nowadays, in accordance with our information-oriented society, industries based on digital Technology have been quickly developing all over the world. This industryhas been playing an important role in improving the quality of peoples'lives so far and will continue to do so, both culturally and socially through industrial and economic aspects. Particularly, the electronic game, on e of the representatives, is providing an intensive value-added segment to the entertainment industry. Games are deeply rooted in people's lives and have a big influence on the industry, society and culture, even our life styles. Consequently, this study is investigating change the electronic game by the times and analyzing the game entity. It is based on the research and analysis of the transition of electronic games in each era. From now on, we will look forward, using previous material in an attempt to forecast the right direction of electronic game design in the future.

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A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.39-52
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    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

An Electronic Strategy in Innovative Learning Situations and the Design of a Digital Application for Individual Learning to Combat Deviant Intellectual Currents in Light of the Saudi Vision 2030

  • Aisha Bleyhesh, Al-Amri;Khaloud, Zainaddin;Abdulrahman Ahmed, Zahid;Jehan, Sulaimani
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.217-228
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    • 2022
  • The study aimed to build an electronic strategy in innovative learning situations for the role of education in combating intellectual currents. A total of 525 Saudi university faculty members and general education teachers were surveyed using two electronic questionnaires. Arithmetic averages and standard deviations, One-way ANOVA, Scheffé's test, Pearson's correlation coefficient, and Cronbach's alpha stability coefficient were used as statistical methods. The study statistically identifies the differences between the study sample at the level of significance (0.05). and the design of a digital application for individual learning to combat deviant intellectual currents to activate them in light of Saudi Vision 2030 by combining the theoretical academic material and turning it into a learning e-game called (crosswords). The game is equipped with hyper media that supports education with entertainment to direct ideas towards the promotion of identity, the development of values towards moderation and the consolidation of intellectual security. Additionally, the learning e-game represents awareness messages in three short films to activate the role of curricula and intellectual awareness centers to apply realistically, innovatively, and effectively.