• Title/Summary/Keyword: space entertainment system

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Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

A Study on the Plan of Entertainment Commercial Center by Analyzing the Entertainment Factors (엔터테인먼트 요소 구분을 통한 상업시설 공간계획에 관한 연구)

  • Choi, Eun-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.97-100
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    • 2008
  • Commerce has been taking a part of important on composing structure and system, having been started with simple role on exchange goods. In this point, We can say that commerce is the condensation of life based on understanding human cultures. Commercial center has been changing on a form as well as a function all through the history, following the changes of society. The attentional point is that there are always entertainment factors and have the relationship with space of the building in constant The purpose of comsume is not only just for a product but also enjoy consuming time and space. Most people have concentration spending their free time city where they live. This study identify the entertainment factors for a commerce an entertainment center.

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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 an RF-Ultrasonic Sensor System to Detect Goal and Obstacle for the CARTRI Robot (CARTRI 로봇의 목표물 검출과 장애물 검출을 위한 RE-초음파 센서 시스템 개발)

  • 안철기;이민철
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.12
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    • pp.1009-1018
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    • 2003
  • In a park or street, we can see many people Jogging or walking with their dogs chasing their masters. In the previous study, an entertainment robot, CARTRI that imitates the dog's behavior was created. The robot's task was chasing a moving goal that was recognized as the master. The physical structure of the CARTRI robot was three-wheel type locomotion system. The sensor system which could detect the position of the master in the outdoor space, was consists of a signal transmitter which was held by the master and five ultrasonic receivers which were mounted on the robot. In the experiment, the robot could chase a human walking in outdoor space like a park. But it could not avoid obstacles and its behavior was only goal-chasing behavior because of the limit of the sensor system. In this study, an improved RF-ultrasonic sensor system which can detect both goal and obstacle is developed in order to enable the CARTRI robot to carry out various behavior. The sensor system has increased angle resolution by using eight ultrasonic receivers instead of five in the previous study. And it can detect obstacle by using reflective type ultrasonic sensors. The sensor system is designed so that detection of goal and obstacle could be conducted in one sampling period. The Performance of the developed sensor system is evaluated through experiments.

Development of The Moving Target Tracking Robot in Outdoor Environment (실외환경에서의 이동 목표 추종용 로봇의 개발)

  • 안철기;이민철
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.11
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    • pp.954-962
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    • 2002
  • In a park or street, we can see many people jogging or walking with their dogs tracking their masters. In this study, an entertainment robot that imitates a dog's behavior is created. The robot's task is tracking a moving target that is recognized as the master. In order to design the robot, the ecological approach. in which the robot's goals and surroundings heavily influence its design, is used. A three-wheel type locomotion system is designed as the robot's physical structure which can follow a human jogging in outdoor space like a park. A sensor system which can detect the position of a master for the robot in the outdoor space, is developed. This sensor system consists of a signal transmitter which is at the hand of a master and some sensors which are mounted on the robot. The transmitter emits RF(radio frequency) and ultrasonic signals and the sensors detect the direction and distance from the robot to the transmitter by using the received signals. For the control architecture of the robot, a purely reactive behavior-based method is used in order to increase speed of response. The developed robot is evaluated through experiments conducted in indoor and outdoor environments.

Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

A Study on Living Space with the Internet Information Appliances (인터넷 정보가전을 활용한 주거공간 연구)

  • 전흥수;김주연
    • Korean Institute of Interior Design Journal
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    • no.28
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    • pp.44-50
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    • 2001
  • This study propose the new concept of residence by analyzing the change of residence through the characteristic of popularity and degree of development of technology on home network information appliance for intelligent home. Accordingly, Cyber village represented as home automation and extend to information of society. it encourage need of information and multimedia of home. It expect home information infrastructure for accepting informations, which make smart home to linked home-working home-learning home-treatment. home-shopping and home-banking. The system of intelligent home is the intelligence of human-biology in the side of environmental friendly and multi-function. it distinguish the system of security, controlling system of inside environment, supporting system of house-working, automatic controlling, house working. Future house require to meet demand of young generation, such as small residental space, the multi-functional space, the flexible space, making mood for dual income couple and of single as intelligent home. Accordingly, basic purpose which are pleasantness, the safe and the convenience the mobile multi-function as well as networking with controlling of temperature, security, health-test, home-entertainment, home-office and consider environment together.

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Design and Analysis of Business Model using Mobile RFID in the Exhibition Space and its Cases (모바일 RFID에 기반한 유비쿼터스 전시공간 비즈니스 모델 설계 및 사례 연구)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.47-68
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    • 2008
  • The aim of this research is to develop a new business model using mobile RFID in exhibition spaces such as museums and art galleries. Using mobile RFID, the exhibition space is expected to be evolved from a simple media space only for the exhibition to an extended space integrating media, commerce and entertainment. This paper proposes a u-Exhibition business model and its scenario in the u-Exhibition space. We discuss the real-world issues for the implementation and show the ways of investigating working conditions for the business model through revenue simulation and analyzing the expected value of tag installed on the exhibition space by so-called 'tag evaluation model.'

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The Eating and Cooking Spaces of Yang-ban Houses in the Cho-sun Dynasty (조선시대 반가의 식사.취사생활과 공간사용)

  • Park, Sun-Hee
    • Journal of architectural history
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    • v.1 no.2 s.2
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    • pp.39-51
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    • 1992
  • Eating was done on a respective one-man dining table, which reflect the esteem for the individual. The family eating place was generally An-bang of the house, The eating space of Yang-ban housing with its hierarchical, spatial method of tabling and eating around the head of the family served as a synchronically meaningful space which was to strengthen the solidarity of patriarchy beyond the mere funtioning place of eating. That meaning seems to reveal itself more conspicuously when we consider that the eating place is An-bang, the center of the main house. The basic space for cooking was Bu-oak (Chung-ji). Thre was no water-supply system or drainage in the kitchen, so all the water needed for cooking was drawn from outdoor well with a bucket. The traditional eating habits, the entertainment for the bustling guests, and the frequent sacrificial rites required many store rooms for the subasidiary food and wide space for putting food into order.

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Meaning and Transfiguration of Maru/Taechong Space in the Modernization of Housing in Korea (마루.대청의 의미와 변용)

  • ZongInKim
    • Journal of the Korean housing association
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    • v.1 no.1
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    • pp.27-35
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    • 1990
  • In the course of modernization coupled with industrialization and urbanization. Maru or wooden floor and Teachong or great hall of Han-ok or traditional Korean housing has experienced functional as well as physical changes to a remarkable degree. The author made an analysis of the transfiguration of Maru/Taechong space(M/T) with relation to: 1)Madang or yard. 2)Anbang or inner room, 3)Hyon-kwan or vestibule. 1) In relation to Madang, interiorization of M/T by way of setting sliding glass doors has begun to appear. 2) In connection with Anbang, division of role/function is being observed as far as family entertainment and reception of intimate friends is concerned. 3) Owing to wider acceptance of Hyon-kwan space as a buffer zone system, the advent of Keo-sil or living room is thought to be facilitated. The analysis, however, does not say that Keo-sil of modernized Korean housing might well be interpreted as the mere extension type of M/T of the vernacular housing.

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