• Title/Summary/Keyword: Electronic entertainment

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A Study on the Educational Interactive Globe System using Physical Computing (피지컬 컴퓨팅을 이용한 교육용 인터렉티브 지구본 시스템에 관한 연구)

  • Kim, Gi-Bong;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.511-516
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    • 2011
  • Recently, the development of computing technology and experiential content for the increased interest in education and cultural facilities to target children and young people experience learning and experiential entertainment systems require a high propensity to invest and are. In this paper, for the 13.56MHz band RFID Reader and Tag RFID technology using the proposed interactive educational globe. Active tags attached to sensors attached to the globe were presented in the RFID reader, arduino and sensors in conjunction with Google Earth COM API was constructed through the physical computing educational system.

HC-06 Bluetooth based driver module for emergency LED Multi-Directional Indicator

  • Jung, Joonseok;Kwon, Jongman;Mfitumukiza, Joseph;Jung, Soonho;Lee, Minwoo;Cha, Jaesang
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.114-119
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    • 2017
  • In this paper we present the search on HC-06 Bluetooth based driver module for emergency LED Multi-Directional Indicator. Nowadays, a growing trends in which electronic displays such as LED, LCD or plasma monitors are being installed in public places like bars, stores, entertainment areas, restaurants, lobbies, etc. In this paper, the study is curried out on efficiency of HC-06 Bluetooth module based controller driver that relates generally to the field of emergency signage management systems for displaying various indicator contents remotely on electronic displays in public and privates venues. It allows user smart devices interaction remotely with digital signage by providing content for displaying on at least one display in a venue. Depending on the emergency case, HC-06 Bluetooth based driver module proves the high efficiency as well as good performance of processing and communicating remotely the indicator based message that is displayed from a venue management control system by using smart devices. The system combines smart device that linked to HC-06 Bluetooth module with ATmega168/328 embedded micro controller which result by switching the displayer containing the digital signage indicator based message.

Model-Based Development and Test Method for The AUTOSAR Embedded Software (AUTOSAR 임베디드 소프트웨어의 모델기반 개발 및 테스트 방법 - 사례연구 : 운전자 위치제어 시스템)

  • Park, Gwangmin;Kum, Daehyun;Lee, Seonghun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.4 no.4
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    • pp.164-173
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    • 2009
  • Automotive systems have tended to be equipped with many electronic contents to satisfy safety, comport, convenience, and entertainment services over the past years. As a result, the amount of vehicle embedded software in electrical/electronic(E/E) systems is steadily increasing to manage these requirements. This leads to the traditional, document-based software development in the vehicle embedded systems being increasingly displaced by a model-based development in order to reduce software development time and cost. Due to the application of model-based development, a great evolution is being realized in the aspect of efficiency, but the development is being made without sufficient testing. So, erroneous automotive embedded software may cause serious problems such as car accidents which relate to human safety. Therefore, efficient methods for model-based test and validation are needed to improve software reliability in the stage of embedded software development. This paper presents the model-based development and test method for AUTOSAR embedded software to improve its reliability and safety, and it is demonstrated based on the case study.

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Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong Chan;Cho, Seung Il;Kim, Eung Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.1 no.1
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    • pp.27-35
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    • 2006
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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Operators that Reduce Work and Information Overload

  • Sabir Abbas;Shane zahra;Muhammad Asif;khalid masood
    • International Journal of Computer Science & Network Security
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    • v.23 no.9
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    • pp.65-70
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    • 2023
  • The "information roadway" will give us an impact of new PC based assignments and administrations, yet the unusualness of this new condition will ask for another style of human-PC association, where the PC transforms into a sharp, dynamic and customized partner. Interface administrators are PC programs that use Artificial Intelligence frameworks to give dynamic help to a customer with PC based errands. Operators drastically change the present client encounter, through the similitude that a specialist can go about as an individual collaborator. The operator procures its capability by gaining from the client and from specialists helping different clients. A couple of model administrators have been gathered using this methodology, including authorities that give customized help with meeting planning, electronic mail taking care of, Smart Personal Assistant and choice of diversion. Operators help clients in a scope of various ways: they perform assignments for the client's sake; they can prepare or educate the client, they enable diverse clients to work together and they screen occasions and methods.

A Qualitative Research of Children's Mental Model on Media Environment and the Use (미디어 환경과 사용에 관한 아동의 심성모형 질적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.601-613
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    • 2016
  • The purpose of this study is to present the mental model of young adolescents' media environment and the use and to provide several educational suggestions drawing on the revealed model. For this, the data were collected through 4 activities such as interview, picture drawings, word association experiment, and sentence completion task with ten 4-5th graders in elementary schools; they were qualitatively analyzed by 2 researchers. First, the meaning components driven by sentence completion task, word association experiment were totally 6 components: media device, connection(alienation), competence(provision), entertainment, adverse effects, ambilaterality. Second, the components of media mental model driven by pictures were 4 components: functions/competence, entertainment, conflict with paper books/sharing, harmfulness/ambilaterality. Third, the components from interview consisted of conflict between paper books and electronic media, communication-centeredness, fear(addiction) and users' qualification. Based on those results, careful examination in cyber talk, necessity of addiction prevention, active development of learning media and their balanced utilization with books, and healthful media literacy education and reinforcement of critical thinking were suggested.

Effects of E-review attributes on Purchase Intention for Fashion Products across E-community Types (커뮤니티 유형에 따라 온라인 리뷰속성이 패션제품 구매의도에 미치는 영향)

  • Park, Eun Joo;Kang, Joo Hee
    • Korean Journal of Human Ecology
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    • v.21 no.5
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    • pp.1005-1016
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    • 2012
  • Recently, as growing number of consumers publish product and service reviews on the Internet, e-review has received attention from retailers and researchers. E-review, a form of electronic word-of-mouth (eWOM) which is typically shared between strangers whose identity and credibility are unknown, has become an important product information source as social media has facilitated information exchanges between more consumers. The objective of this study was to investigate the effects of e-review attributes on purchase intention for fashion products, which is mediated by trust of e-review, as well as to explore the differences between consumer communities and cooperative communities. A questionnaire was developed based on previous researches. Data were gathered from adults living in Busan. The results were analyzed by factor analysis, t-test, and regression using SPSS 18.0. The results showed that consumers tended to recognize e-reviews from consumer communities as exaggerated information, while they considered reviews from cooperative communities as reliable information, which gave the latter higher purchase intention. There were significant differences in e-review attributes for fashion products (e.g., Exaggeration, Entertainment, Innocence, and Agreement), purchase intention between consumer communities (e.g: Blog, Internet cafe) and cooperative communities (e.g: general malls and specialty malls). For both communities, purchase intention of fashion products was influenced by its entertainment attributes and perceived trust of e-reviews. These results suggest that e-retailers need to focus on understanding the causes of purchase intention with e-reviews for fashion products. Specifically, e-retailers should recognize that e-reviews of fashion products were associated primarily with entertaining and with consumers' trust. Based on these findings, managerial implications are presented.

Development and Analysis of a Walking Game Using Controllers of Armrests and Footboards (Title: Paldokangsan) (팔걸이/발판 컨트롤러를 이용한 걷기게임 '팔도강산' 개발 및 효과성 연구)

  • Kim, Kyung-Sik;Oh, Seong-Suk;Ahn, Jin-Ho;Lee, Sun-Hyung;Lim, Kyung-Choon
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.43-52
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    • 2011
  • We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.

Panic Disorder Symptom Care System Based on Context Awareness (상황인식 기반의 공황장애 증상 관리 시스템)

  • Choi, Dong-Oun;Huan, Meng;Kang, Yun-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.63-70
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    • 2019
  • We extract the symptom of panic disorder from the context awareness environment. It extracts body context information through natural movement that exists in everyday life and uses a component of panic disorder. The ontology theory can be used to provide information on the degree of symptoms of panic disorder through inference process. For the components of panic disorder to the information processing based on ontology are defined as Classes. Panic disorder index is expressed through ontology modeling so that the condition of panic disorder can be known. The derivation of panic disorder component and panic disorder index will enable context awareness based information service for panic disorder. The context information is periodically synchronized with the context awareness on based device. Panic disorder can be used to improve the lifestyle of panic disorder.

Livestock Telemedicine System Prediction Model for Human Healthy Life (인간의 건강한 삶을 위한 가축원격 진료 예측 모델)

  • Kang, Yun-Jeong;Lee, Kwang-Jae;Choi, Dong-Oun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.335-343
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    • 2019
  • Healthy living is an essential element of human happiness. Quality eating provides the basis for life, and the health of livestock, which provides meat and dairy products, has a direct impact on human health. In the case of calves, diarrhea is the cause of all diseases.In this paper, we use a sensor to measure calf 's biometric data to diagnose calf diarrhea. The collected biometric data is subjected to a preprocessing process for use as meaningful information. We measure calf birth history and calf biometrics. The ontology is constructed by inputting environmental information of housing and biochemistry, immunity, and measurement information of human body for disease management. We will build a knowledge base for predicting calf diarrhea by predicting calf diarrhea through logical reasoning. Predict diarrhea with the knowledge base on the name of the disease, cause, timing and symptoms of livestock diseases. These knowledge bases can be expressed as domain ontologies for parent ontology and prediction, and as a result, treatment and prevention methods can be suggested.