• Title/Summary/Keyword: u 엔터테인먼트

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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.

Factors Affecting the Intimacy Level Between Preschool Children and Entertainment Robot Dog - Focusing on the Principle of Distribution (엔터테인먼트 로봇 견에 대한 유아 친밀성 연구 - 분배원리를 중심으로)

  • Lee, Ha-Won;Lee, Mi-Suk
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.109-118
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    • 2020
  • The purpose of this research is to investigate the effects of interaction, gender, and age on preschool children's intimate relationship with entertainment robot dog. For this purpose, two kinds of experiments were conducted for 70 preschool children in day care centers in Seoul. Experiment 1 relates to the interaction with entertainment robot dog, 34 children aged 5 years (17 experimental groups, 17 comparative groups). Experiment 2 was a study on the effects of gender and age. A total of 36 children (pre- and post-group) of 12 children aged 3, 4, and 5 years old were included. This study interviewed the number of distributions and the motivations for distribution by using the "Dividing Game(Distribution Principle)" interview. As a result, firstly the group experiencing the interaction felt more intimate with the entertainment robot dog, and the reason was emotional factor the most(Experiment 1). Second, gender had no significant effect on entertainment robot dog intimacy and age showed a reverted U-shape. The above results are meaningful in that it reveals what kind of factors affecting the intimacy between the preschooler and entertainment robot dog.

V+동아리 Wemade ENT 플라워 동호회 - Wemade ENT 플라워 동호회를 만나다 우리는 꽃보다 아름다워

  • Kim, Chae-U
    • Venture DIGEST
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    • no.1 s.126
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    • pp.28-29
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    • 2009
  • 팍팍하게 돌아가는 일상 속에서 나만의 눈부신 무언가 하나를 찾았다면 그 만큼 보람되고 소중한 것이 뭐가 있을까. 대한민국 게임 산업의 메카이자, 전 세계 게이머들의 이목을 받고 있는 글러벌 벤처기업, 위메이드 엔터테인먼트(Wemade Entertainment / 이하 위메이드). 위메이드는 'Fun 경영'을 실천하며 사내동호회 활동을 적극 지원한다. 그 중 꽃꽂이 동호회인 '위메이드 플라워 가든(Wemade Flower Garden)'이 모인 현장을 찾아갔다.

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The Relationship between Vitamin D and Obesity to Improve Quality of Life (삶의 질 향상을 위한 비타민 D와 비만과의 관련성에 관한 연구)

  • Kim, Sung-Gil;Park, Bu-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.139-143
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    • 2019
  • The aim of this study was to assess the association of vitamin D and urine microalbumin/creatinine (uACR) and obesity. The study subjects were Korean adults 20 years or older (n = 4,948) who participated in the Korea National Health and Nutrition Examination Survey 2012. Analysis of covariance test adjusted for covariates were performed for uACR levels in relation to vitamin D status [vitamin D deficient, 25(OH)D < 10 ng/dL; vitamin D insufficient, 25(OH)D ≥ 10, < 20 ng/dL; vitamin D sufficient, 25(OH)D ≥ 20 ng/dL]. The key study results were as follows: First, in the populations without obesity (BMI < 25 kg/m2), uACR levels were decreased with the increasing of vitamin D status (p < 0.001) after adjusting for relevant variables. Second, in the populations with obesity (BMI ≥ 25 kg/m2), the association between uACR levels and vitamin D status was not significant (p = 0.659). In conclusion, urine microalbumin/creatinine levels were inversely associated with vitamin D status in Korean adults without obesity, but not in Korean adults with obesity.

Haptic-enabled Augmented Reality System using Hand-Eye Calibration (Hand-Eye 캘리브레이션을 활용한 햅틱 지원 증강 현실 시스템)

  • Kim, Ki-Young;Park, Young-Min;Woo, Woon-Tack
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.526-528
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    • 2005
  • 본 논문에서는 감각형 객체를 도입한 새로운 햅틱 지원 증강 현실 시스템을 제안한다. 제안된 시스템은 카메라 또는 증강용 마커가 이동할 경우 발생하는 카메라-햅틱 간 캘리브레이션 문제를 해결하여, 햅틱 장비의 좌표계를 증강 객체의 좌표계로 강건하게 변환시킨다. 사용자의 간섭없는 캘리브레이션을 위해, 햅틱 좌표계와 증강 좌표계간의 캘리브레이션은 Hand-Eye방법으로 카메라 이동시 자동으로 수행된다. 또한, 감각형 객체 이동시 증강의 안정성을 높히기 위해 본 논문에서는 칼만 필터 (Kalman filter)를 적용한다. 사용자는 감각형 객체에 증강된 가상 모델을 손에 쥔채로, 햅틱 큐의 끝 부분을 움직여 가상 객체를 조작하고, 동시에 역감을 느끼게 된다. 실험에서는 시스템의 유용성을 보이기 위해, 증강용 감각형 객체, 상호작용 및 햅틱 피드백용 PHANToM, 그리고 디스플레이용 3차원 모니터로 구성된 MP3 조작 시스템을 구현하였다. 제안된 햅틱 지원 증강 현실 시스템은 역감과 증강 현실이 필요한 디자인 시스템이나, 교육 및 엔터테인먼트 응용 등에 접목되어 쓰일 수 있다.

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내장형 안테나 어레이 기반의 차세대 차량용 이동통신 시스템 기술

  • Jo, Yong-Su;Chu, Ho-Seong;Im, Seong-Jun;Lee, Jeong-U;Lee, Jeong-Ryun;Choe, Yong-Hun;Jo, Seong-Rae;Go, Yo-Han
    • Information and Communications Magazine
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    • v.28 no.2
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    • pp.46-53
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    • 2011
  • 본 고에서는 차량의 탑승자에게 고속, 고품질, 고신뢰도의 정보, 엔터테인먼트, 인터넷 등의 서비스를 제공하여 차량을 이동 오피스 (mobile office) 공간으로 만들 수 있도록 하기 위한 내장형 안테나 어레이 기반의 차세대 차량용 이동통신 시스템 기술에 대하여 알아본다.

Child Observation Assessment Practice and Reflections of a First-year Early Childhood Teacher Through Collaborative Action Research (협력적 실행연구를 통한 초임 유아교사의 유아관찰 평가의 실천과 반성)

  • Yang, Jung-Eun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.159-170
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    • 2020
  • Despite evidence that early childhood teachers play a critical role in guiding children through their child assessment, most beginning teachers in the survival stage face the greatest difficulties in this area. Using the intentional and purposeful tools of action research, this collaborative action study supports a beginning teacher in reflecting upon her perceptions of the 'child assessment' of young children and devising and evaluating good guidance practices. During the course of the study, the participating teacher became engaged in more reflective teaching which prompted her to perceive the "child assessment" of the children from different perspectives. As her understanding of the importance of making her curriculum and classroom climate more engaging and meaningful deepened and she reconceptualized her notion of child assessment, the teacher witnessed positive changes in her students' behaviors which, in turn, increased her sense of efficacy. These very positive, empowering results are strong recommendation for using collaborative action research especially in the novice years of teaching for it provides the teacher with a life-long transformative tool for professional development.

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

  • Kim, Dong-Jin;Kim, Jeong-Gi;Gi, Chang-Du
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.998-1001
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    • 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.

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A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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The Study on Software Tamper Resistance for Securing Game Services (게임 서비스 보호를 위한 소프트웨어 위변조 방지기술 연구)

  • Chang, Hang-Bae;Kang, Jong-Gu;Joe, Tae-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1120-1127
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    • 2009
  • The commensurate number of the attacks and infringement targeting a vulnerability of the game service has been increasing constantly, due to the dramatic growth and expansion of the impact of the game industry. However, there exist no subsequent researches for the differentiated technology, which is to prevent the reverse function of the game service. Therefore, in this study, we examined the current status of infringement toward online game services which are provided in the market currently and designed the proper technical measures for a manipulation of the game service which is the most vulnerable part. We have encrypted an execution file and decrypted it in real time process. Furthermore, we conducted debugging, disassemble, and prevented a its own memory dump, also concealed the information to overcome the module dependency to preclude a manipulation.

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