• 제목/요약/키워드: Paper Entertainment

검색결과 557건 처리시간 0.022초

혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과 (The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology)

  • 김은영;성희원
    • 한국의류학회지
    • /
    • 제45권5호
    • /
    • pp.907-921
    • /
    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

지적재산권 관리가 국내 디지털 미디어 콘텐츠 업체 VC 투자 유치에 미치는 영향 (From Invisible to Irresistible: Intellectual Property and Digital Media & Entertainment Ventures in Korea)

  • 현은정
    • 스마트미디어저널
    • /
    • 제12권3호
    • /
    • pp.93-101
    • /
    • 2023
  • 본 연구는 디지털 미디어 콘텐츠 산업에서 기업의 지적재산권(IP) 포트폴리오가 벤처캐피털(VC) 조달 성공에 미치는 영향을 분석한다. 스타트업체와 VC 펀딩 정보를 제공하는 Crunchbase에 등록된 685개 국내 디지털미디어 콘텐츠 기업들을 대상으로 분석한 결과, IP 포트폴리오가 우수한 기업일수록 VC 펀딩에 더 유리하다는 점을 발견하였으며, 이는 특히 신생 기업에게서 더 강하게 나타났다. 본 연구 결과는 아직 평판과 실적이 충분하게 형성되지 않은 기업일수록 IP 포트폴리오를 더 철저하게 관리하는 것이 중요하다는 시사점을 준다.

Development and Control of a Small BLDC Motor for Entertainment Robots

  • Lee, Jong-Bae;Park, Chang-Woo;Rhyu, Sae-Hyun;Choi, Jun-Hyuk;Chung, Joong-Ki;Sung, Ha-Gyeong
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2004년도 ICCAS
    • /
    • pp.1500-1505
    • /
    • 2004
  • This paper presents the design and control of a small Brushless DC (BLDC) Motor for entertainment robots. In order to control the developed BLDC motor, Adaptive Fuzzy Control (AFC) scheme via Parallel distributed Compensation(PDC) is developed for the multi- input/multi-output plant model represented by the Takagi-Sugeno(TS) model. The alternative AFC scheme is proposed to provide asymptotic tracking of a reference signal for the systems with uncertain or slowly time-varying parameters. The developed control law and adaptive law guarantee the boundedness of all signals in the closed-loop system. In addition, the plant state tracks the state of the reference model asymptotically with time for any bounded reference input signal. The suggested design technique is applied to the velocity control of a developed small BLDC motor for entertainment robots.

  • PDF

엔터테인먼트용 조류형 2족 보행 로봇의 설계 및 구현 (Design and Implementation of a Bird Type Biped Robot for Entertainment)

  • 김동진;유승환;신윤덕;장승익;기창두
    • 한국정밀공학회지
    • /
    • 제22권3호
    • /
    • pp.38-45
    • /
    • 2005
  • In this paper, a bird type biped robot for entertainment controlled by R/C servo motors, is built using the embedded RTOS (Real Time Operating System). ${\mu}C/OS-II$ V2.00 is used fur RTOS and the board 80C196KC for main CPU. A control algorithm of R/C servo motors is proposed on ${\mu}C/OS-II's$ preemptive and deterministic property without any extra PWM module. The realized biped robot has 19DOF, that is, 12DOF for both legs, 6DOF for both arms and 1DOF for neck. To verify the proper walking process, ZMP(Zero Moment Point) theory is applied and the simulation has been done by ADAMS.

단자이완 검출기술의 개발 (Development of Technique to Detect a Loose Terminal)

  • 임용배;전정채;박찬엄;배석명;주남규
    • 한국산학기술학회:학술대회논문집
    • /
    • 한국산학기술학회 2009년도 추계학술발표논문집
    • /
    • pp.854-859
    • /
    • 2009
  • Multiple people using places are being managed to prevent disasters by the special law for safety supervising of multiple people using spots. The KESCO is managing the places through intensification of inspection. Perfect safety is not insured by frequencyinspections because disaster symptoms in electrical facilities include invisible faults. Especially, entertainment spots, such as entertainment bars and karaoke bars, are different from other multiple people using places, and active reaction to prevent electrical fires is impossible. Therefore, special protection plans to prevent electrical disasters are needed. In this paper, equipments of entertainment spots were researched, and their electrical characteristics were analyzed. The function for detecting aloose terminal, which is one of the main causes of electrical fires, was developed.

  • PDF

엔터테인먼트용 로봇차량의 제작과 균형 제어 (Implementation and Balancing Control of a Robotic Vehicle for Entertainment)

  • 김현욱;조성택;정슬
    • 제어로봇시스템학회논문지
    • /
    • 제20권7호
    • /
    • pp.736-740
    • /
    • 2014
  • This paper presents the driving and balancing control of an entertainment robot vehicle that can carry two persons. The entertainment robot vehicle is built with the purpose of carrying passengers with two wheels. It has two driving modes: a balancing mode with two wheels and a driving mode with three wheels. Three cases of different modes are verified by experimental studies. Firstly, a driving mode is tested with two passengers to check the functionality of the vehicle. Secondly, the balancing control performance is tested. Lastly, the balancing control performance under the disturbance is tested.

RTOS와 R/C 서보 모터를 이용한 엔터테인먼트 이족 보행 로봇 설계 및 구현 (Design and Implementation of Entertainment Biped Robot using RTOS and R/C Servo Motor)

  • 김동진;김정기;기창두
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2003년도 학술회의 논문집 정보 및 제어부문 B
    • /
    • pp.998-1001
    • /
    • 2003
  • In this paper, a entertainment biped robot controlled by R/C servo motors is built using the embedded RTOS (Real Time Operating System). uC/OS-II V2.00 is used for RTOS and control algorithm of R/C servo motors is proposed based on uC/OS-II's preemptive and deterministic property without any extra PWM module. The realized biped robot has 19 DOF, and a board 80C196KC as main CPU. To verify the proper walking process, ZMP(Zero Moment Point) theory is applied and ADAMS is used for simulation.

  • PDF

머신러닝 기법을 이용한 무인항공기의 FC 데이터의 엔터테인먼트 드론 활용 검증 (Verification of Entertainment Utilization of UAS FC Data Using Machine Learning)

  • 이재용;이광재
    • 한국엔터테인먼트산업학회논문지
    • /
    • 제15권4호
    • /
    • pp.349-357
    • /
    • 2021
  • 최근 급속히 보편화되고 확대되는 드론의 비행 데이터가 엔터테인먼트 기술 분석 자료로 활용이 가능한지의 검증이 매우 필요하다. 특히, 자율화, 지능화의 방법으로 발전하는 엔터테인먼트 드론의 비행과 운용과정을 데이터 분석과 기계학습을 통해서 분석 및 활용할 수 있는지를 확인해야 한다. 본 논문에서는 엔터테인먼트용 드론의 평가에 FC의 데이터를 이용하여 머신러닝 기법으로 활용할 수 있는지를 확인하였다. 그 결과 매빅2나 아나피와 같은 DJI나 Parrot의 FC 데이터는 엔터테인먼트를 위한 머신러닝 분석이 불가능하였다. 이는 데이터가 0.1초 이상의 간격으로 수집됨으로써 GCS와의 다른 데이터들과의 상관성을 찾기 불가능하기 때문이다. 이에 반하여 ARM 프로세서를 채용하여 Nuttx 운영체제로 작동하는 픽스호크의 경우에는 머신러닝 기법의 적용이 가능함을 알 수 있었다. 앞으로 고정익과 회전익 비행 정보들을 구분하여 엔터테인먼트의 특성 분석이 가능한 기술들을 발전시켜야 한다. 이를 위해서는 모델을 개발하고 체계적인 데이터 수집과 연구가 진행되어야 할 것이다.

미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구 (Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case)

  • 고영희;이서현
    • 지식경영연구
    • /
    • 제17권3호
    • /
    • pp.181-206
    • /
    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로 (User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game)

  • 김미진;김재호
    • 한국콘텐츠학회논문지
    • /
    • 제12권1호
    • /
    • pp.103-111
    • /
    • 2012
  • 본 논문은 엔터테인먼트 콘텐츠의 제작단계 초기에 성공과 실패를 예측할 수 있는 시스템을 만들기 위한 기초 연구 중 하나로써, 엔터테인먼트 콘텐츠의 동적 내러티브에 대한 사용자의 감정을 모델링하고자 한다. 이를 위해 1) 내러티브구조와 인지감정모델에 대한 이론적 연구를 바탕으로 사용자의 감정모델을 제안하며, 2) 제안된 모델의 3가지(desire, expectation, emotion type)감정 파라미터를 추출하기 위한 감정유형 및 강도함수를 설정한다. 3) 동적 내러티브의 각 스토리이벤트 단계에서 사용자의 감정을 측정하기 위해 영화, 게임사용자의 인지행동과 내용을 정립한다. 기존 인문학적 측면의 개념적, 분석적 연구는 매체에 대한 비평과 사용자태도에 대한 예측을 목적으로 하고 있으며 그 결과들을 서술적으로 묘사하고 있다. 이에 반해, 본 논문은 동적 내러티브에 대한 사용자의 감정모델링 방법을 제안하고 있어 엔터테인먼트 콘텐츠의 감성적 평가방법의 구체적인 정보로 활용 될 수 있다.