• Title/Summary/Keyword: Total Entertainment

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Lifestyle Needs and Trend of Smart-Home Technologies (라이프스타일 니즈와 미래 주택의 스마트 기능 개발동향 연구)

  • Kang, Eun-Jung
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.1-7
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    • 2018
  • A smart-home is considered as one of most important alternatives of future homes with rising attention on IT technologies. The purpose of the study was to analyse the trend of smart-home technologies and to see how they reflect changing lifestyle needs. The research method includes a content analysis and a case study. The result shows that 'automation' functions are 35% of total. 'Health'(19%) and 'entertainment'(15%) functions are followed by 'Energy'(15%), 'Information'(11%). and 'relationship(6%).' This study is meaningful in that it examined smart-home technologies centering on the needs of residents rather than technological perspectives. Further researches on specialized smart-homes should be continued reflecting segmented needs of residents such as a medical home and a energy saving home etc.

Numerical Analysis of Electromagnetic Radiation Characteristics by High Voltage and General Cables for Fuel Cell Electric Vehicle (FCEV) (수소 연료전지 차량용 고전압 케이블과 일반 케이블에 의한 차량 전자파 방사 특성 수치해석 연구)

  • Lee, Soon-Yong;Seo, Won-Bum;Lim, Ji-Seon;Choi, Jae-Hoon
    • Journal of Hydrogen and New Energy
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    • v.22 no.2
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    • pp.152-160
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    • 2011
  • The electromagnetic characteristics of FCEVs (fuel cell electric vehicles) are much different from the existing combustion engine cars as well as hybrid, plug-in-hybrid, and pure electric vehicles due to the high voltage/current generated by a fuel cell stack which uses a compressed hydrogen gas reacted with oxygen. To operate fuel cell stack efficiently, BOP (Balance of Plant) which is consisted of many motors in water pump, air blower, and hydrogen recycling pump as well as inverters for these motors is essential. Furthermore, there are also electric systems for entertainment, information, and vehicle control such as navigation, broadcasting, vehicle dynamic control systems, and so on. Since these systems are connected by high voltage or general cables, EMC (Electromagnetic compatibility) analysis for high voltage and general cable of FCEV is the most important element to prevent the possible electric functional safety errors. In this paper, electromagnetic fields by high voltage and general cables for FCEVs is studied. From numerical analysis results, total time harmonic electromagnetic field strength from high voltage and general cables have difference of 13~16 dB due to ground effect by impedance matching. The EMI results of FECV at 10 m distance shows difference of 41 dB at 30 MHz and 54 dB at 230 MHz compared with only general cable routing.

A Study on the Viewers' Reponses to In-Program Advertising According to TV Program Genre (프로그램 유형에 따른 중간광고에 대한 시청자 반응 연구)

  • Lee, Hyun-Seon
    • Korean journal of communication and information
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    • v.43
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    • pp.282-313
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    • 2008
  • Advertising is both applauded and criticized for its characteristics and roles on society. Advertising environment is changing and developing. The important changes in advertising are fragmentation of traditional media, growth of new media, and increasing clutter. The major issue in advertising and broadcasting system in Korea is reintroduction of in-program advertising on terrestrial television stations. The purpose of this study is investigate the responses of viewers to in-program advertising. This study considers program genre as mediating variable which may affect the viewers' responses to in-program advertising. Independent variables of this study are the insertion of in-program advertising (insertion/non-insertion) and program genres(news/educational/drama/entertainment program). Dependent variables of this study are viewers' responses, attitude towards broadcasting station and attitude towards advertiser. This study was run as a $2{\times}4$ factorial design with 30 subjects per cell, resulting in a total sample size of 240. This study randomly assigned each subject to 1 of the 8 treatment groups. The result of this study shows that in-program advertising induces negative responses of viewers, attitude towards broadcasting station and advertiser. And this study found that viewers showed the negative responses to in-program advertising regardless of program genre. The findings of this study illustrate the need of consideration and planning of in-program advertising to protect viewers' right.

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A Study on the Mimesis Type of the Costume in MMORPG Diablo 3 (MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성)

  • Yoo, Seon A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.3
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

Degree Assessment and Survey Analysis for Environmental Amenities of Use Areas in Masan City (경남 마산시의 지역별 쾌적도 평가 및 환경쾌적자원 조사분석)

  • Kim, Jae-Ill;Ok, Chi-Sang
    • Journal of Environmental Impact Assessment
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    • v.8 no.3
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    • pp.35-47
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    • 1999
  • The purpose of this study is to research the environmental amenity factors of a city to devise the strategies to preserve the factors. For this study, the area of Masan city in Korea was chosen, and questionnaires, field studies, and statistical researches were used. Based on the results, the research showed the city surveyed had expanded by 1,069%, and the population of the city had increased by 272% from 1970 to 1995. In the city-life environment, the traffic was not smooth and the streets were not safe. The number of cars increased by 40,797% from 1970 to 1995, but the total length of roads increased only by 333%. The number of traffic accidents increased by 850%. Buildings were not preserved or maintained and did not have any traditional value. Additionally, buildings were not harmonious with environmental surroundings. Land allocation for utilization was not mixed well with tradition. In relation with the surroundings, there were not enough spaces for old people, and parking spaces were limited. In the field of public policy and finance, economic support and fundamental facilities were not enough. The survey of the household environment and the neighborhood environment showed that the room temperature, sunshine, air condition, and space were medial in the household environment. Public social facilities and entertainment culture had the lowest quality in the neighborhood environment. The city-life environment, the neighborhood environment, and the household environment affected the quality of life in order. The above results showed that cities should be planned upon sustainable development with the idea of emphasizing ecological harmony and considering people first, that citizen should be planned upon sustainable life by the harmony between people and the environment. Cities should be places where all people can live together pleasantly and cooperate with each other.

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The Effects of Multi-channel Attributes of Dongdaemun-based Fashion Brands on Customer Equity (동대문 기반 패션 브랜드의 멀티채널 속성이 고객자산에 미치는 영향 연구)

  • Ko, Jeonmi;Ko, Eunju
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.800-811
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    • 2016
  • This study aims to extract the multi-channel attributes of Dongdaemun-based fashion brands and consider the effects of these attributes on customer equity, customer satisfaction and re-purchase intention. In total, 493 samples of those who have purchased Dongdaemun-based fashion brand products using multi-channels were collected for the final data analysis, which was performed using SPSS 21.0 and AMOS 18.0. The findings of study are as follows. Among the multi-channel attributes of Dongdaemun-based fashion brands, entertainment and informativeness had a significant effect on all customer equity drivers. In terms of the effects of customer equity drivers on customer satisfaction and re-purchase intention, all customer equity drivers significantly influenced customer satisfaction, while brand equity significantly influenced re-purchase intention. Also, customer satisfaction significantly affected re-purchase intention. In the effective relationship between customer equity drivers and CLV, brand equity causes a significant influence on CLV amongst the customer equity drivers. There were significant differences among groups following the multi-channel shopping orientation of consumers. This study is significant for its scientific focus on the distribution channels of Dongdaemun, and in terms of the practical aspect of identifying the multi-channel attributes considered to be important to consumers. Measuring customer equity will suggest implications about the long-term direction of the development of Dongdaemun-based fashion brands.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

An Analysis on the Internet Uses and Barriers of the Older Adults in Korea (고령층의 인터넷 활용 및 장애 요인 분석)

  • Kim, Heesop;Kim, Pansoo;Lee, Misook
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.257-276
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    • 2014
  • The purpose of this study is to investigate the patterns and barriers of the Internet for the elderly adults in Korea. Data was collected through the face to face interview using a questionnaire for the residence of Daegu and Kyungsang Buk-Do areas targeted over the 60-years-olds elder adults. A total of 119 valid response data were analyzed with the descriptive statistics and the group differences by age and gender using SPSS 18.00. It found that the most of the elder adults access the Internet to seek the entertainment contents, the knowledge-related contents, and the cultural and art contents. They spend most of the Internet online session to do searching information and enjoying movie and music. However, there were age differences and gender differences within the subjects. The complexity of computer and the Internet usage is one of the barriers for the Internet access, and they suggest that a customized education and training courses of computer literacy for the elderly adults would be the ways of resolve those obstructions.

A Development of the Prototypes of Smart Sportswear for Trekking and Jogging (트레킹 및 조깅을 위한 스마트 스포츠웨어의 프로토타입 개발)

  • Kim Young-Jun;Kim Hoo-Sung;Seo Jung-Hoon;Lee Sun-Young;Lee Joo-Hyeon;Hwang Eun-Soo;Cho Hyun-Seung
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.213-220
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    • 2005
  • The purpose of this study is to develop a modular model of smart clothing which can integrate various digital devices in clothing, maintaining the inherent attribute of clothing. For achieving this purpose, several technological devices for the smart clothing for listening to music, bio-monitoring, and environment monitoring were developed, through multidisciplinary cooperation. As the result, total four design prototypes of smart sportswear(trekking wear, jogging wear) for the application of entertainment and health care were suggested.

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Design analysis and improvement of Korean women's basketball and volleyball uniforms (국내 프로 여자 농구와 배구 유니폼의 디자인 분석과 개선방안)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.425-438
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    • 2015
  • This study aims to integrate sports uniform design into fashion as an effective communication means by analyzing the uniforms of women's pro basketball and volleyball teams in the country. As part of the research method, a literature review was conducted on the domestic pro sports background and women's basketball and volleyball uniforms. For empirical research, an analysis was performed of the uniforms of 12 teams in total: six women's pro basketball teams and six women's pro volleyball teams in the 2013~2014 league. The following results were obtained. First, in terms of formativeness, sleeveless shirts and shorts are basic in both basketball and volleyball. However, there are remarkable differences between the two. Shirts in volleyball are tighter, with the body figure visible, and shorts are shorter in length than those in basketball. Most basketball uniforms have a V-neckline and are collarless, while volleyball uniforms have a standup collar in all teams. Second, both basketball and volleyball apply the representative color of the sponsoring company and the team's typical color, but common colors, such as blue, navy, and white, are used in many teams, which fails to represent a uniquely differentiated image. Third, the logo or symbol of a sponsor is excessively applied to both basketball and volleyball uniforms. This downgrades the uniform's own esthetic features. Fourth, a fashionable uniform design, that reflects the bodily characteristics of women and the characteristics of the sports game would be a beneficial communication tool for all the tiers to become involved in participation and entertainment.