• 제목/요약/키워드: space entertainment system

검색결과 40건 처리시간 0.018초

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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    • 제6권1호
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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.

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

  • 최은희
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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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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공연무대를 이용한 엔터테인먼트 로봇의 위치추정 방법 (Position Estimation Method of Entertainment Robot in Performance Stage)

  • 강철웅;고석준
    • 대한임베디드공학회논문지
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    • 제9권3호
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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.

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

  • 안철기;이민철
    • 제어로봇시스템학회논문지
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    • 제9권12호
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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.

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

  • 안철기;이민철
    • 제어로봇시스템학회논문지
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    • 제8권11호
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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.

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

  • 박면진;박창범;백두원;김규정
    • 한국게임학회 논문지
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    • 제10권1호
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    • pp.25-34
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    • 2010
  • 과학 기술의 발달이 엔터테인먼트에 큰 영향을 미침에 따라 사람들이 향유할 수 있는 엔터테인먼트의 종류도 다양해 졌으며, 그것을 즐기는 형태 역시 많은 변화가 있었다. 이런 흐름 과 더불어 엔터테인먼트를 바라보는 사람들의 기대 수준도 높아지고 있다. 본 논문에서 제안한 시스템은 참여자의 얼굴을 담은 가상 캐릭터에 참여자의 얼굴 위치를 추적하여 제어하는 체감형 3D 댄싱 게임이다. 시스템 구현과 함께, 참여자들의 설문을 통하여 제안한 게임에 대해 평가했다. 본 논문에서 제안한 시스템은 향후 엔터테인먼트 경험을 향상시킬 수 있는 새로운 재미와 자발적 참여를 유도하는 수단이 될 수 있을 것으로 기대한다.

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

  • 전흥수;김주연
    • 한국실내디자인학회논문집
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    • 제28호
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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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모바일 RFID에 기반한 유비쿼터스 전시공간 비즈니스 모델 설계 및 사례 연구 (Design and Analysis of Business Model using Mobile RFID in the Exhibition Space and its Cases)

  • 전정호;이경전
    • 지능정보연구
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    • 제14권4호
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    • pp.47-68
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    • 2008
  • 본 연구는 미술관이나 박물관과 같은 전시공간에서 모바일 RFID를 활용한 비즈니스 모델을 설계한다. 기존의 전시공간에서 관람객이 겪을 수 밖에 없었던 정보 취득 및 저장의 제약성 등과 같은 한계점이 모바일 RFID를 통한 연결완전성(Seamlessness)에 의해 극복될 것으로 판단하고, 관람의 목적만을 가지고 있던 전시공간이 모바일 RFID를 통해 상거래(Commerce)와 엔터테인먼트(Entertainment) 요소가 가미된 역동적인 공간으로 변화될 것으로 판단하여, 전시공간에서 모바일 RFID를 활용하여 수행될 수 있는 비즈니스 모델 시나리오를 제시한다. 또한, 제안하는 비즈니스 모델 수행 시, 발생할 수 있는 이슈에 대하여 고찰하고 그에 대한 대안을 제시하며, 수익 시뮬레이션을 통한 전시공간 사업자의 사업 참여 조건(Working Condition)에 대하여 검토한다. 그리고 이후 전시공간에 부착되는 각 태그의 가치를 태그평가 모델(Tag Evaluation Model)을 통하여 검토한다.

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

  • 박선희
    • 건축역사연구
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    • 제1권2호
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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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마루.대청의 의미와 변용 (Meaning and Transfiguration of Maru/Taechong Space in the Modernization of Housing in Korea)

  • 김종인
    • 한국주거학회논문집
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    • 제1권1호
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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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