• Title/Summary/Keyword: Entertainment Program

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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.

An Exploratory Study on Acceptance of China Internet Entertainment Personal Broadcasting Contents (중국 인터넷 엔터테인먼트 개인방송 콘텐츠 수용에 대한 탐색적 연구)

  • Li, RuiXiang;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.907-916
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    • 2018
  • This paper is an exploratory study on the acceptance of Chinese Internet entertainment personal broadcasting contents. After analyzing the factors affecting viewer satisfaction, we analyzed the relationship between these factors and viewer satisfaction on reuse intention. As a result of the survey, first, the information system quality has a significant effect on the viewer satisfaction of internet personal broadcasting. Second, indirect experience, entertainment pursuit, and social relationship have a significant effect on viewing satisfaction of internet personal broadcasting. Third, viewing satisfaction of internet personal broadcasting has a significant effect on reuse intention. These results are expected to help establish the marketing strategy of the company operating the Internet personal broadcasting and prepare the requirements to be provided by the host.

Associations between Elementary School Students' Cell Phone Dependency and Aggression: The Mediating Effects of Diverse Leisure Activities (초등학생의 휴대전화 의존도와 공격성 간의 관계: 다양한 여가시간의 매개효과)

  • Kim, Hee-Sook;You, Jun Ok;Jung, Changsuk;Hyung, Nakyum
    • Journal of Korean Academy of Psychiatric and Mental Health Nursing
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    • v.27 no.4
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    • pp.406-414
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between cell phone dependency and aggression in elementary school students with the mediating effect of leisure activities in South Korea. Methods: Data were cross-sectional in study design with 1,555 fourth grade elementary school students participating in the 4th-year Korean Children and Youth Panel Survey. Data analysis was performed using the SPSS/WIN 23.0 and AMOS 21.0 program. Results: Cell phone dependency has a significant effect on aggression, but it did not act as a control variable in the relationship between the protective factor, weekly book reading time and the amount of daytime play with aggression. Weekly entertainment time and weekly TV and video viewing time had a significant statistical effect on aggression, thus this study confirmed that cell phone dependency acts as a control variable in relation to aggression. Conclusion: As the entertainment time for elementary school students, the time spent watching TV and videos play a negative role, it is necessary to prepare a leisure activity management practice and strategies with an emphasis on entertainment time as well as, TV and video viewing as elementary school students' leisure activities for a healthy school life.

An Analysis of Performers' Contribution to Entertainment Show Clips on AVOD Platform (AVOD 예능 방송 동영상 클립에 대한 실연자의 기여도 분석)

  • Ko, Jeong-Min;Choi, Yong-Seok;Jeong, Yuna;Kim, Dong-Young;Kong, Tae-Hyeon
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.115-125
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    • 2022
  • This study examines the effect of performers on the number of views and likes of entertainment show clips consumed on AVOD short form platform. Multiple regression analysis was performed, setting program viewing factors and performer's topicality index as independent variables, and setting the number of views and likes of clips as dependent variables. As a result of the analysis, performer's topicality index had a positive(+) effect on both dependent variables. According to standardized coefficient, on the number of views, the standardization coefficient of the performer's topicality index was the second highest, and on the number of likes it was the highest among variables. The results suggest that performers contribute a lot to the success of clips on AVOD short form platform.

A Study on the Characteristics of Onomatopoeia Subtitle in Korean and Chinese Variety TV Shows Based on Writing System (문자 체계에 따른 한중 예능 프로그램의 의성어 자막 특성 연구)

  • Wen Liang;Yoojin Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.243-251
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    • 2024
  • As digital video communication technology advances and global interactions become more frequent, cultural barriers between countries are gradually diminishing. Subtitles in TV content reflect the writing systems and cultural contexts of different countries, aiding in the comprehension of program content. However, when comparing subtitles between countries with different writing systems, variations in format and the representation of onomatopoeic expressions become apparent. Therefore, this study focuses on analyzing the differences and peculiarities in the onomatopoeic subtitles of Korean and Chinese variety shows, which are based on distinct writing systems. Through this analysis, the study aims to understand how differences in writing systems influence the representation of onomatopoeic subtitles and viewer experience. This investigation is expected to provide creative inspiration for variety show producers and facilitate cross-cultural communication.

A Study on the relationship between the nightlifes and sexually transmitted infecters by R visualization (R시각화로 연구한 유흥업소와 성병 감염자에 관한 상관관계)

  • Hwang, Jung-Tae;Kim, Jeong-Joon;Kim, Young-Gon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.187-193
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    • 2017
  • In order to investigate the relationship between HIV / AIDS and the malformed entertainment industry caused by the prostitution after the prostitution law, this paper visualizes the number of entertainment industry relative to the population density and the number of infected persons using the R program. Also, let's try to grasp the cause of whether any unexpected variable acts via correlation and whether the numerical value of HIV / AIDS-infected person is high in the vicinity of a secret store due to external factors. therefore, In order to create a healthy society, let us examine the goals and attitudes that we should aim for big data analysis through R, and discuss the areas that need further research in the future.

Co-Operative Strategy for an Interactive Robot Soccer System by Reinforcement Learning Method

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • International Journal of Control, Automation, and Systems
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    • v.1 no.2
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    • pp.236-242
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    • 2003
  • This paper presents a cooperation strategy between a human operator and autonomous robots for an interactive robot soccer game, The interactive robot soccer game has been developed to allow humans to join into the game dynamically and reinforce entertainment characteristics. In order to make these games more interesting, a cooperation strategy between humans and autonomous robots on a team is very important. Strategies can be pre-programmed or learned by robots themselves with learning or evolving algorithms. Since the robot soccer system is hard to model and its environment changes dynamically, it is very difficult to pre-program cooperation strategies between robot agents. Q-learning - one of the most representative reinforcement learning methods - is shown to be effective for solving problems dynamically without explicit knowledge of the system. Therefore, in our research, a Q-learning based learning method has been utilized. Prior to utilizing Q-teaming, state variables describing the game situation and actions' sets of robots have been defined. After the learning process, the human operator could play the game more easily. To evaluate the usefulness of the proposed strategy, some simulations and games have been carried out.

Model for Film Education as Edutainment: Focusing on the Elementary and Middle School Course (에듀테인먼트로서 영화교육 모델 고찰: 초, 중등 과정을 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.144-153
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    • 2008
  • Edutainment as a new form of educational method is being combined with the education and entertainment, which has possibility of open education improving learning effect for students who are interested in entertaining and studying at the same time. Film education, one of edutainment, offers a new paradigm of alternative educational method using of education as well as playing Therefore, this study will discuss about the purpose and effective forms of film education that should have for edutainment goal. Furthermore, this study offers educational examples of film program which are used for teaching for students. This study mostly suggests diverse educational matter and focuses on researching film education efficacy.

Post Mortem Debugging And Process Dump (포스트 모템 디버깅과 프로세스 덤프)

  • Park, Ju-Hang;Kim, Young-Sik
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.131-140
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    • 2011
  • Debugging is very important element in programming development. We can find a lot of bug of program we made, and we can fix it. but after a product is released, we need system we can catch bugs as soon as possible. For this, we need to know post-mortem debugging. We will look at post-mortem debugging, and we will talk about process dump. Also when process get the problem, we should get the process dump, but we can have situation process dump was not generated. We will consider this case, and we will examine programming technique which this case can be retrieved. Finally, I will introduce EHModule(exception handler module)

Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.