• Title/Summary/Keyword: 경험공간

Search Result 1,485, Processing Time 0.033 seconds

The Differential Becoming and Transformation of a Region through the Life-world of Women-A Case Study of Seongnam City- (성남시 여성의 생활세계를 통해서 본 지역의 차별적 생성과 변화)

  • 이윤호
    • Journal of the Korean Geographical Society
    • /
    • v.35 no.4
    • /
    • pp.599-619
    • /
    • 2000
  • 본 연구는 지난 30여 년 동안 두 번의 신도시개발 정책으로 인하여 이원적 도시구조를 지니게 된 성남시의 차별적 생성과 변화를 행위주체자로서 여성을 선택하여 그들의 생활세계-생활사, 사회.경제적 배경, 지역정체성, 지역사회의 관계, 일상과 생활공간-를 통하여 공간과 사회와의 관계에서 경험적으로 입증하고자 하였다. 그 결과 성남시는 차별성을 지닌 두 지역사회를 생성하게 되었으며, 각 장소의 행위주체자(여성)의 생활세계에 있어서도 차별적 특성을 나타내어 기존시가지 주부들은 신시가지에 <가까이 하려는> 경향을, 신시간지 주부들는 <구별짓기>의 경향을 나타내고 있었다. 또한 전업주부의 일상생활을 통해서 볼 때 기존시가지의 경우에는 오전에는 주로 부업활동에, 오후에는 주변 이웃과의 교제활동을 주로 함으로써 자신의 거주지를 생산현장으로서의 공간으로 형성해 가고 있는 반면 신시가지 주부들은 오전에는 사적인 생활 즉 여가활동에, 오후에는 자녀교육활동에 참여하는 등 자신의 거주지를 소비현장으로서의 공간으로 형성해 가고 있었다.

  • PDF

4차산업혁명과 게임이론에 관한 연구

  • Gwon, Chang-Hui
    • Journal of Integrative Natural Science
    • /
    • v.15 no.1
    • /
    • pp.49-53
    • /
    • 2022
  • 본 논문은 기존의 도시개발정책에서 경제적 관점에서 가치의 중심을 두었다면 4차산업혁명시대에는 서비스적 가치변환을 추구하고 있다. 시공간을 공유하는 사람 중심의 공간 서비스요, 가치의 용광로가 메타버스라고 한다면, 오징어게임과 같은 게임이론이 접목된 도시의 미래상을 고려할 필요가 있다. 4차산업 기술과 서비스가 사회로 침투되면서 도시의 공간 인프라, 동산 부동산, 객체들을 물리적공간과 가상공간에서 인공지능과 빅데이터 분석이 개입된 각종 형태와 형식의 컨텐츠가 입체적으로 생동감을 얻게 되었다. 특히, 코로나19을 맞아 메타버스기반 서비스가 대중들에게도 접근하기 시작하면서 지금까지 경험하지 못했던 메타버스 시민의 역할에 대한 필요성이 대두하게 되었다. 4차산업혁명시대의 스마트도시, 메타버스와 게임이론을 연구하였다.

Fuzzy Behavior Knowledge Space for Integration of Multiple Classifiers (다중 분류기 통합을 위한 퍼지 행위지식 공간)

  • 김봉근;최형일
    • Korean Journal of Cognitive Science
    • /
    • v.6 no.2
    • /
    • pp.27-45
    • /
    • 1995
  • In this paper, we suggest the "Fuzzy Behavior Knowledge Space(FBKS)" and explain how to utilize the FBKS when aggregating decisions of individual classifiers. The concept of "Behavior Knowledge Space(BKS)" is known to be the best method in the context that each classifier offers only one class label as its decision. However. the BKS does not considers measurement value of class label. Furthermore, it does not allow the heuristic knowledge of human experts to be embedded when combining multiple decisions. The FBKS eliminates such drawbacks of the BKS by adapting the fwzy concepts. Our method applies to the classification results that contain both class labels and associated measurement values. Experimental results confirm that the FBKS could be a very promising tool in pattern recognition areas.

  • PDF

The Mimetic Reconstruction of Artistic Space through Works of Hwang, Jai Hyoung (예술 공간의 미메시스적 재구성: 황재형의 작품론을 쓰기 위한 기초)

  • Park, Goo Yong
    • Journal of Korean Philosophical Society
    • /
    • no.116
    • /
    • pp.105-128
    • /
    • 2017
  • The main purpose of this study was to explore the possibility of the mimetic reconstruction of artistic space through works of Hwang, Jai Hyoun. His work shows a new world that is not reduced to his life and experiences. But his work has drawn the world with an unpredictable way. This world I call artistic space, and try to interpret the processes that space is created by mimesis. To this end, I first suggest a way to communicate with his work at the intersection of light and darkness(2). I also look at the inside and outside of his art space restructured with mimetic reactions(3). Then I finally critically discuss the artistic space that has time(4), and then get out of the way(5).

An Exploration of the Relationship Between Virtual Museum Exhibitions and Visitors' Responses (미술관, 박물관 가상전시디자인에 대한 관람객의 반응연구)

  • Park, Nam-Jin
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.181-190
    • /
    • 2006
  • This study began with an assumption that virtual museum exhibitions will continue to be created in the future and more knowledge is required about designing effective virtual exhibit designs. This study explored the relationship between virtual exhibitions and visitor's opinions following the viewing of the virtual exhibit in order to determine the components of a well-constructed virtual exhibit design. To address the research problem, this study explored two aspects of virtual exhibit design: 1) what are the components of a well-constructed virtual exhibit, 2) how does viewing the virtual exhibit change visitors' opinions about both physical and virtual museum experiences. The methodology of the study employed surveys, interviews and observations as instruments of data collection. Twenty-five participants were given a survey prior to their viewing of the on-line exhibit, then they were given the opportunity to view the web-site and finally surveyed regarding their opinions. From the 25 participants, six were selected for observation to record behavior exhibited while they viewed the site. In addition, five were interviewed for a better understanding of their responses to various aspects of the virtual exhibit experiences. Data from the surveys was tabulated for descriptive percentages in order to identify numerical patterns of relationship. Observation data was analyzed for simple frequencies in categories of responses and interview data was tape recorded and transcribed into text files. Based on study results, recommendations were made for the future role of interior design in virtual space that stands independent from a physical building and resides only on the Internet.

  • PDF

Is Political Polarization Reinforced in the Online World?: Empirical Findings of Comments about News Articles (온라인 공간의 정치 양극화는 심화될 것인가?: 선거 기사 댓글에 대한 경험적 분석)

  • Eom, Ki-Hong;Kim, Dae-Sik
    • Informatization Policy
    • /
    • v.28 no.4
    • /
    • pp.19-35
    • /
    • 2021
  • The purpose of this research is to investigate the attributes of the online world and to analyze their influence on democracy. The research focuses on the mayoral by-elections that were held in Seoul and Busan, South Korea, on April 4, 2021. The study demonstrates the characteristics of online spaces and the polarization of the online public through news articles and user comments from the Internet. The research includes topic modeling to measure the diversity of media reports, sentiment analysis to measure online public opinion, and interrupted time series analysis to understand how a particular event influences online attitudes. A combination of these methods is used to attempt to estimate the strength of political polarity in the online environment. The study shows diverse media reports by election region and candidate, where the online public repeatedly reveals high negative and low positive attitudes towards each candidate. Moreover, political polarity can differ based on the level of interest in an election. Although voters pay less attention to a by-election than a presidential election, there is a solid political polarity in the online world. Hence, the research recommends preparing measures to alleviate the polarization as politics requires significant online participation.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.5
    • /
    • pp.83-92
    • /
    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

Comparative Analysis of Parameter Estimation Methods in Estimation of Spatial Distribution of Probability Rainfall (확률강우량의 공간분포추정에 있어서 매개변수 추정기법의 비교분석)

  • Seo, Young-Min;Yeo, Woon-Ki;Jee, Hong-Kee
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2011.05a
    • /
    • pp.413-413
    • /
    • 2011
  • 강우의 공간분포에 대한 신뢰성 있는 추정은 수자원 해석 및 설계에 있어서 필수적인 요소이다. 강우장의 공간변동성에 대한 고해상도 추정은 홍수, 특히 돌발홍수의 원인이 되는 국지성 호우의 확인 및 분석에 있어서 중요하다. 또한 강우의 공간 변동성에 대한 고려는 면적평균강우량 추정의 정확도를 향상시키는데 있어서 중요하며, 강우-유출모델의 모의결과에 대한 신뢰도를 향상시키는데 큰 영향을 미친다. 최근 공간자료에 대한 공간분포예측에 있어서 공간상관성을 고려할 수 있는 공간통계학적 기법의 적용이 증가하고 있으며, 이러한 공간통계학적 기법의 적용에 있어서 신뢰성 있는 모델 매개변수의 추정 및 불확실성 평가는 공간분포 예측결과에 대한 신뢰성을 향상시키는데 중요한 역할을 한다. 외국의 경우 공간분포예측 및 모의, 매개변수의 불확실성 평가 등과 관련하여 활발한 연구가 이루어지고 있는 반면 국내 수자원 분야에서는 아직까지 활발한 연구가 이루어지고 있지 않은 실정이다. 따라서 본 연구에서는 계층구조로 구성된 가우시안 공간선형혼합모델을 적용하여 확률강우량의 공간분포를 추정함에 있어서 모델 매개변수에 대한 추정기법을 비교하였으며, 매개변수 추정기법으로서 경험베리오그램에 대한 곡선적합기법인 보통최소제곱법 및 가중최소제곱법, 우도함수를 기반으로 하는 최우도법 및 REML과 같은 기존의 매개변수 추정기법들과 최근 공간통계학 분야에서 적용이 증가하고 있는 Bayesian 기법을 비교하였다. 이로부터 매개변수 추정기법 간의 매개변수 추정치에 대한 정량적 비교결과를 제시하였으며, Bayesian 기법의 적용을 통해 매개변수에 대한 불확실성 추정결과를 제시하였다. 이러한 결과들은 확률강우량의 공간분포 추정에 있어서 공간예측모델의 매개변수 추정 및 예측에 대한 신뢰성을 향상시킬 수 있는 기초자료로 활용될 수 있을 것이다.

  • PDF

Developing Virtual Learning Environments for Improving Spatial Sense of Young Children (유아의 공간감각 향상을 위한 가상학습공간 구축)

  • Cha, Eun-Mi;Lee, Kyoung-Mi;Lee, Jeong-Wuk
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.6
    • /
    • pp.154-160
    • /
    • 2007
  • The 'spatial sense' means an intuitive feel for one's surroundings and the objects in them. The early childhood is an important period to develop the 'spatial sense'. For young children, motion is a major way of extending their spatial awareness. Consequently, an important step in spatial sense instruction involves getting the children moving. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game, The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.

Case Study on Free Market in front of Hongik University: Store Based on New Experiential Value (경험적 가치기반의 매장에 관한 Ethnography: 홍대 앞 프리마켓(free market)을 중심으로)

  • Yoo, Chang-Jo;Kim, Min-A
    • Journal of Distribution Research
    • /
    • v.12 no.3
    • /
    • pp.1-21
    • /
    • 2007
  • This study introduces 'Free Market' that was recently developed in front of Hongik university. 'Free market', as a place for transactions for art products produced by artists or prospective artists, is held regularly every Saturday in front of Hongik university. This study collected data through in-depth interviews with participants and participant observations at the market to analyze the success factors of 'Free Market'. We described development process, unique characteristics of 'Free Market' and new experiential values that the market provide to the participants. This free market was introduced as roadside stand in the middle of 1990s when some artists started selling their works. It passed through the growth stage after it staged the event that had mixed characteristics of 'flee market' and 'art market' at local festivals in 2001. In 2002 Sin-Chon culture forum directedculture-oriented market and the market has been developed as a current 'Free Market'. Recently 'Free Market' is comprised of steps, artists, and customers who voluntarily participated in the market. The market is held regularly every Saturday and provide various types of programs for the participants. Major characteristics of this free market were summarized as 'complex space' and 'role transition', and these characteristics provided the participants new experiential values such as 'freedom', 'emergent experiences', 'social interaction' and 'hero of festivals' through the participant role. We interpret that 'Free Market' has been successfully settled down as a new type of retail store based on these new experiential values. Therefore, this case provides very useful implications that unique experiential values that a store provides to the customers can be major sources of store competitive advantages.

  • PDF