• Title/Summary/Keyword: Paper Entertainment

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A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

Position Estimation Method of Entertainment Robot in Performance Stage (공연무대를 이용한 엔터테인먼트 로봇의 위치추정 방법)

  • Kang, Chul U.;Ko, Seok J.
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.3
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    • pp.151-156
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    • 2014
  • In this paper, we propose a position estimation method of an entertainment robot in a performance stage. A position information is needed to produce contents of an entertainment robot performance. First, the performance stage is realized by a CD (cadmium sulfide) sensor matrix with a constant distance. Then the proposed position estimation uses ON/OFF information of a CD sensor in a performance stage. We confirmed that the position of the robot is detected with an maximum 4cm in position evaluation experiments. The robot was traveling to the final target position in the walking experiment with 75cm and 120cm path plan. Ultimately, the effectiveness of the proposed estimation is assessed by experimental results of a robot in performance stage. Also, in the proposed system installed by a robot performance contents, there is no necessity to mount a position estimation device on a robot; therefore an advantage of our system is that an entertainment robot commercialized by robot vendor can be utilized in our performance stage directly.

Development of a Biomimetic Wheeled Robot with Autonomous Eating Functionality (자율섭취기능을 갖는 바퀴구동형 생체모방로봇 개발)

  • Cho Ik-Jin;Lee Yun-Jung
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.6
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    • pp.573-579
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    • 2006
  • Most of the recently developed robots are human friendly robots which imitate an animal or human such as entertainment robot, biomimetic robot and humanoid robot. Interest in these robots is increased because the social trend is focused on health, welfare, and graying. By these social backgrounds, robots become more human friendly and suitable or home or personal environment. The more biomimetic robots resemble living creature, the more human feels familiarity. Human feels close friendship not only when feeding a pet, but also when watching 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 an internal 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 biomimetic entertainment robot with autonomous eating functionality, called EPRO-1(Eating Pet RObot version 1). The EPRO-1 is able to eat a food (a small battery), by itself and evacuate. We describe the design concept of the autonomous eating mechanism of the EPRO-1, characteristics of sub-parts of the manufactured mechanism and its control system.

Design and Implementation of Pneumatic Motion Base for 4D Home Theater

  • Kim, Dohyung;Cho, Seongyeon;Lee, Seokhun;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.131-137
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    • 2015
  • Home Entertainment system is recently being offered by Home Theater & Smart TV with contents service. Also, console game is being played in the media like in TV. The usage of 4D as the main technology in entertainment industry has mostly been limited in Theme Park, Amuse Park, Theater, and contents for Movie and Animation. Some simulation systems for game has been developed but they were made mostly by using electric or hydraulic motion system which cause high power consumption and have a restriction of place for install. The paper is attempted to build Home Entertainment system which makes users feel realistic contents by developing 4D systems for Home Entertainment rather than before. 4D control S/W in which user can insert and edit 4D effects on contents of all areas such as game, movie, and broadcasting is developed. Also, built-in pneumatic cylinder in 4D system which can be easily controlled and managed in home is developed.

Exploring the Impact of Live Commercial Anchors on Business Performance and Survival Strategy: Focusing on Resource Configuration and Environmental Choice

  • ZHANG, Li-Jie;HUANG, Fei
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.4
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    • pp.1-18
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    • 2022
  • Purpose - Through the analysis and research of different characteristics and related mechanisms of live commerce anchors, this paper aimed to help live commerce anchors to strengthen their characteristic advantages, beautify the live broadcast environment, improve resource allocation and enhance business performance, so as to help live commerce anchors to achieve better high-quality development. Research design, data, and methodology - This study was conducted by sample survey method on 361 live commercial anchors who have experience in using major online shopping malls for more than one year. Data analysis methods were frequency analysis, confirmatory factor analysis, reliability analysis, correlation analysis, and structural equation model analysis. Result - Hypothesis 1 through Hypothesis 5 were all supported. The results of this study suggest that professionalism and mutual entertainment of live commercial anchors have a significant impact on business performance, survival strategy, resource allocation and environment selection. The resource allocation and environment selection of live commercial anchors play a mediating role in the professionalism and mutual entertainment of live commercial anchors on business performance and survival strategy. Conclusion -The results implied that the professionalism and inter entertainment of live commercial anchors have a positive impact on business performance and survival strategy. In the new situation, live commercial anchors should further improve their professionalism and mutual entertainment, so as to achieve better development.

Children Wear's Shopping Orientation of Parents According to Watching Childcare-entertainment Reality TV Programs (육아 예능 TV 프로그램 시청에 따른 유아동복 쇼핑 성향)

  • Kim, Yuna;Kim, Yeri;Kim, Jisu;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.59-70
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    • 2016
  • Qualitative consumption is a trend in the children clothing market and watching TV of childcare-entertainment reality programs are becoming popular. This study examines the watching degree of childcare-entertainment reality TV programs of parent buyer (30s) and potential buyer (20s) and we investigate their shopping orientation of children wear. We did the survey research of 200 consumers with SPSS statistical analysis including the review of internet news, paper, and books on children wear shopping orientation. The results are following: first, the longer the watching time of childcare-entertainment reality TV programs, the higher shopping orientation, such as following the fashion of child stars, and the higher the watching preferences on childcare-entertainment reality programs, the greater shopping orientation in following childcare-entertainment reality programs star when they are purchasing children's clothing. Second, potential consumers as well as parent consumers were affected by watching the childcare-entertainment reality programs. Watching childcare-entertainment reality TV programs could give the impact when they were shopping children's clothing because they wanted to follow the fashion of childcare-entertainment reality programs TV star. Accordingly, the exposure of the childcare-entertainment reality programs for children clothing is found to be positive to the both current and future consumers.

Development of golf robot as entertainment using AVR Technology (AVR 기술을 활용한 엔터테인먼트용 골프로봇 개발)

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.344-347
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    • 2006
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot for entertainment using AVR technology. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can play a game with several people like the acture golf if many putting robots can be used. It is, therefore considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can play a real golf.

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Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.160-169
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    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

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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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.