• 제목/요약/키워드: Mobile Entertainment

검색결과 185건 처리시간 0.023초

모바일 증강현실 기반 사출성형공정 관리시스템 (An Injection Molding Process Management System based on Mobile Augmented Reality)

  • 홍원표;송준엽
    • 한국정밀공학회지
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    • 제31권7호
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    • pp.591-596
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    • 2014
  • Augmented reality is a novel human-machine interaction that overlays virtual computer-generated information on a real world environment. It has found good potential applications in many fields, such as training, surgery, entertainment, maintenance, assembly, product design and other manufacturing operations. In this study, a smartphone-based augmented reality system was developed for the purpose of monitoring and managing injection molding production lines. Required management items were drawn from a management content analysis, and then the items were divided into two broad management categories: line management and equipment management. Effective work management was enabled by providing those working on the shop floor with management content information combined with the actual images of an injection molding production line through augmented reality.

Security and Privacy in Ubiquitous Sensor Networks

  • Perez, Alfredo J.;Zeadally, Sherali;Jabeur, Nafaa
    • Journal of Information Processing Systems
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    • 제14권2호
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    • pp.286-308
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    • 2018
  • The availability of powerful and sensor-enabled mobile and Internet-connected devices have enabled the advent of the ubiquitous sensor network (USN) paradigm. USN provides various types of solutions to the general public in multiple sectors, including environmental monitoring, entertainment, transportation, security, and healthcare. Here, we explore and compare the features of wireless sensor networks and USN. Based on our extensive study, we classify the security- and privacy-related challenges of USNs. We identify and discuss solutions available to address these challenges. Finally, we briefly discuss open challenges for designing more secure and privacy-preserving approaches in next-generation USNs.

국내 만화콘텐츠 비즈니스의 확장과 발전방향 조망 (Extension of Domestic Cartoon Contents Business and Development Direction View)

  • 안성혜;허영
    • 한국콘텐츠학회논문지
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    • 제7권2호
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    • pp.222-229
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    • 2007
  • 만화콘텐츠는 단순히 스토리를 통한 원작만이 아니라 문화침투력이 강하고 아이디어의 고부가가치가 높은 엔터테인먼트 상품으로서의 무한한 가치를 지녔다. 또한 만화콘텐츠는 다양한 감정과 의사표현의 욕구를 충족시키는 감성기호로서의 커뮤니케이션 역할이 가능함으로써, 모바일 기반의 감성콘텐츠로 확장 가능성이 매우 높다. 본 논문은 만화콘텐츠 비즈니스의 이해를 통해 만화산업의 현황 및 매체별 발전방향을 조망해 보고자 했으며, 만화콘텐츠 비즈니스 영역을 확장하는 대안으로 만화콘텐츠 자체를 상품으로 기획하고 개발할 수 있는 상품개발 방안을 제안하고자 하였다.

Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • 제1권1호
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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공연장의 전기설비중 지락보호설비에 대한 현장실태분석 연구 (A Study on the Analysis of Field Condition for Ground Fault Protection Installation among Electrical Installations in the Entertainment Area)

  • 배석명;김한상;길형준;이건호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2002년도 하계학술대회 논문집 C
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    • pp.1721-1723
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    • 2002
  • This paper deals with the analysis of field condition for earth leakage current alarming system in the stage lighting, stage sound stage machinery installation. These analyses of field condition were carried out in accordance with investigating an installation of earth leakage current alarming system with respect to a main line of power source, dimmer, sound equipment, machinery mobile unit equipment and so on. As a result of analyses. The earth leakage current alarming system has been installed only a part of the main line of power source and the probability of places which were installed was less than 50(%). Therefore, it is desirable that the earth leakage current alarming system is installed at places which are suitable, for example, dimmer, each kind machinery etc. in order to prevent electrical hazard.

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디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구 (Analysis of Personal Messenger Contents Design as Digital Contents)

  • 오문석;원종욱
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

메카트로닉스 교육을 위한 복싱 로봇 시스템의 개발 (Development of Boxing Robot System for Mechatronics Education)

  • 전풍우;장평수;주병규;조기호;정슬
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.330-330
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    • 2000
  • In this paper, as an entertainment robot the implementation of boxing robot system is presented for mechatronics education. In order for students to learn robot as a mechatronics system, boxing robot is a good model. The boxing robot consists of three parts: two link arms for punching, controller for actuating wheeled mobile robot, infrared rays sensors for the detection of he other robot and ring. The strategic algorithm for playing boxing is presented as wel as simple game rules.

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구난 로봇용 양팔 머니퓰레이터 진동 해석 및 설계 (Analysis and Design of the Dual Arm Manipulator for Rescue Robot)

  • 박동일;박찬훈;김두형;경진호
    • 로봇학회논문지
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    • 제11권4호
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    • pp.235-241
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    • 2016
  • Dual arm manipulators have been developed for the entertainment purpose such as humanoid type or the industrial application such as automatic assembly. Nowadays, there are some issues for applying the dual arm robot system into the various fields. Especially, robots can substitute human and perform the dangerous activity such as search and rescue in the battle field or disaster. In the paper, the dual arm manipulator which can be adapted to the rescue robot with the mobile platform was developed. The kinematic design was proposed for the rescue activity and the required specification was determined through the kinematic analysis and the dynamic analysis in the various conditions. The proposed dual arm manipulator was manufactured based on the vibration analysis result and its performance was proved by the experiment.

Acceptance-Diffusion Strategies for Tablet-PCs: Focused on Acceptance Factors of Non-Users and Satisfaction Factors of Users

  • Kim, You-Jin;Sim, Jin-Bo
    • ETRI Journal
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    • 제34권2호
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    • pp.245-255
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    • 2012
  • Among emerging devices propelling the growth of mobile devices, smartphones and tablet-PCs are among the most recognizable. In this study, a research model is designed for exploring acceptance-diffusion strategies for tablet-PCs from the viewpoint of consumer perception, which is verified through a survey. The results of this study show that tablet-PCs have great potential to be versatile, multifunctional devices, even though they are currently considered mostly as entertainment-oriented rather than fulfilling the essential needs of everyday life. An analysis of the acceptance model for tablet-PCs revealed that playability, cost level, functionality, and complexity significantly affect user acceptance. An analysis of the diffusion model, on the other hand, showed that playability and user interface have a significant influence on satisfaction, trust, and positive behavioral intention. We also found that cost level is not a major hindrance in the market diffusion of tablet-PCs. The results of this study can be used to establish effective acceptance and diffusion strategies for tablet-PCs and other emerging devices.

홈 오토메이션을 기반으로 하는 모바일 서비스 지원 기법 (A Study of Technology of Mobile Service Support Based on Home Automation)

  • 박정현;정화영
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2002년도 추계종합학술대회
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    • pp.597-600
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    • 2002
  • 새 천년이 시작하면서 자본주의의 새로운 기업 모델로 e-Biz가 각광받았다. 하지만 곧바로 사양되었으며, 이 시점에서 새로운 대안으로 떠오른 것이 바로 모바일 인터넷 비즈니스였다. M-Biz는 편재성(Ubiquity), 접근성(Reachability), 보안성(Security), 위치확인(Localiz ation), 즉시 연결성(Instant Connectivity), 개인화(Personalization)의 모바일 인터넷 장점을 이용하여 뚜렷한 수익모델로 가능해졌기 때문이다. 이런 모바일 컨텐츠 서비스는 정보제공(Information), Entertainment, 상거래(Transaction), 단문메시지 (Communication) 등을 현재 제공하고 있으며, 이러한 기능들을 현재 개발되고 있는 홈 오토메이션 시스템과 결합하여 새로운 형태의 홈 오토메이션을 기반으로 하는 모바일 서비스 지원 기법을 본 논문에서는 논하였다.

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