• Title/Summary/Keyword: 경험공간

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A Study on Spatial Co-experience through Social Data (소셜 데이터를 통한 공간적 공동경험에 관한 연구)

  • Cha, Min-Geum;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.851-859
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    • 2017
  • Today, with the advent and development of Social Network Service (SNS), various types of information that have been difficult to observe have been pouring out. Recently, Vertical Social Networking Service (SNS), a service that shares specific interests with users' Vertical Social Networking Service) is emerging as a major research area. Especially, various human, social and spatial characteristics can be observed through geolocation data and social data collected through mobile GPS, and it is used in various studies. In this study, we analyze the social data collected through the image - based vertical SNS Instagram, and measure the user 's experience based on the social media based on the user' s spatial context. Therefore, in this study, we investigate what types of spatial patterns exist between experiential elements of sharing experiences and geographical characteristics through social data, and examine a new model of shared experience structure through extracted data.

Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.333-339
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    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

The Type of e-book's Visualization by the Narrative Space (내러티브 공간에 의한 이북(e-book)의 시각화 유형)

  • Shin, Seung-Yun;Jung, Hyun-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.103-114
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    • 2014
  • This study intends to make a proposal the direction classification to develop the independent study of e-book's visualization. For this, we research into the e-book of Disney animation which achieved recognition in the literary value and amusement First of all, We grasp the meaning of the concept of e-book's aerial-image and perceptual principle. Next, We found the subject that starts the movement, and then observed the factor of the presentation to be possible to experience the actual spatial experience by the motion-produced cues. Through analysis process, We can classify the appearance elements, media, camera, and the readers' motion-produced cues into 13 parts and define as the codes. As we analysis the frequency of use of the analysis object, We separated it into the 46 combination exercises. According to the combination with the independent exercise, We separated them into 4 groups. There are the actual spatial experience, narrative spatial experience, the experience of characters. The basis for these, we can analyze the characteristics of the motion-produced cues. This study has the meaning of the expansion of e-book into the film language system by separating the e-book's narrative visualization type.

A Study on the Extended User Experience of 3D Object Shared Training Content (사용자 경험을 위한 3D Object 공유형 교육컨텐츠 연구)

  • Seok-Hun Kim;Hyun-Jin Yeo;Hong-Dae Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.733-734
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    • 2023
  • 코로나 펜데믹 이후 다시 대면활동이 활성화되고 있지만 이미 학습한 비대면 활동은 10대들의 대안적인 활동, 소통, 협업의 공간으로 메타버스가 주목을 받으며 초,중 대학에 이르는 교육영역에 대한 논의와 연구가 활발해지고 있다. 특히 고가의 장비나 사용하기 위험한 교육 교보재를 메타버스 공간에 같이 공유하여 오프라인에서 쉽게 접할 수 없는 확장된 사용자 경험을 제공하기 위한 니즈가 있다. 이에 교육 공간으로서의 메타버스 활용을 뛰어넘어 고가 및 위험성이 있는 제한된 교육경험을 제공할 수 있어야 한다.

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Kindergarten space design based on BP (back propagation) neural network (BP 신경 망 기반 유치원 공간 설계)

  • Liao, PengCheng;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.1-10
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    • 2021
  • In the past, designers relied primarily on past experience and reference to industry standard thresholds to design spaces. Such design often results in spaces that do not meet the needs of users. The purpose of this paper is to investigate the process and way of generating design parameters by constructing a BP neural network algorithm for spatial design. From the perspective. This paper adopts an experimental research method to take a kindergarten with a large number of complex needs in space as the object of study, and through the BP neural network algorithm in machine learning, the correlation between environmental behavior parameters and spatial design parameters is imprinted. The way of generating spatial design parameters is studied. In the future, the corresponding spatial design parameters can be derived by replacing specific environmental behavior influence factors, which can be applied to a wider range of scenarios and improve the efficiency of designers.

The Effect of Web-Based Virtual Reality Programs on Elementary Schoolers' Spatial Visualization Skills (웹 기반 가상현실 프로그램이 초등학생의 공간시각화 능력 향상에 미치는 효과)

  • Kwak, Won-Kyu;Kim, Hong-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.475-484
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    • 2004
  • 공간 능력 및 공간 시각화 능력의 향상은 우리가 살고 있는 세계를 표현하고 설명하는데 도움을 주고 실생활과 직업에 관련된 문제해결 능력을 기를 수 있게 한다. 초등학교에서는 비형식적인 방법으로 일상생활에서 접하는 대상과 다른 구체적 자료를 사용한 조사, 실험, 탐구를 통하여 여러 위치에서 도형을 시각화하고, 그려보고, 비교하는 활동을 강조하고 있다. 제7차 수학과 교육과정에서 공간능력 및 공간 시각화 능력을 향상시키기 위한 학습으로 구체적 조작물과 학습지 사용을 병행하고 있다. 하지만 초등 기하는 공간적인 경험을 현실 상황이나 구체물 조작을 통하여 형성된 공간직관을 수학화하도록 하여야 하나, 실제 현장에서는 학교여건 등의 여러 실정으로 조작 자료들이 제대로 마련되어 있지 않거나 잘 사용하지 않고 있다. 3차원을 경험할 수 있는 공간 시각화 학습프로그램을 적극 활용하여 어떤 방향이든 상관없이 가상의 공간에서 물체를 옮기거나 회전시킬 수 있으며 시간적, 공간적 제약을 받지 않고 학습자들의 공간시각화 능력을 향상시킬 수 있는 학습 프로그램 개발이 필요하다. 이에 본 연구에서는 이런 요구에 의해 아동과의 상호 작용성과 접근성을 향상시킨 웹기반 가상현실 프로그램을 개발하고 그 효과 분석을 통해 웹 기반 가상현실 학습 프로그램에 대한 가능성을 진단해 보고자 한다.

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State Space Tiling and Probabilistic Action Selection for Multi-Agent Reinforcement Learning (다중 에이전트 강화 학습을 위한 상태 공간 타일링과 확률적 행동 선택)

  • Duk Kwon-Ki;Cheol Kim-In
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.106-108
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    • 2006
  • 강화 학습은 누적 보상 값을 최대화할 수 있는 행동 선택 전략을 학습하는 온라인 학습의 한 형태이다. 효과적인 강화학습을 위해 학습 에이전트가 매 순간 고민해야 하는 문제가 탐험(exploitation)과 탐색(exploration)의 문제이다. 경험과 학습이 충분치 않은 상태의 에이전트는 어느 정도의 보상 값을 보장하는 과거에 경험한 행동을 선택하느냐 아니면 보상 값을 예측할 수 없는 새로운 행동을 시도해봄으로써 학습의 폭을 넓힐 것이냐를 고민하게 된다. 특히 단일 에이전트에 비해 상태공간과 행동공간이 더욱 커지는 다중 에이전트 시스템의 경우, 효과적인 강화학습을 위해서는 상태 공간 축소방법과 더불어 탐색의 기회가 많은 행동 선택 전략이 마련되어야 한다. 본 논문에서는 로봇축구 Keepaway를 위한 효율적인 다중 에이전트 강화학습 방법을 설명한다. 이 방법의 특징은 상태 공간 축소를 위해 함수근사방법의 하나인 타일 코딩을 적용하였고, 다양한 행동 선택을 위해 룰렛 휠 선택 전략을 적용한 것이다. 본 논문에서는 이 방법의 효과를 입증하기 위한 실험결과를 소개한다.

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User Experience Design for future workplace based on IoT (IoT기반의 미래 Workplace를 위한 사용자 경험 디자인 연구)

  • Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.57-64
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    • 2017
  • The user-centered design paradigm shift and the emergence of user-experience design have also increased the importance of user experience with products and services in specific spaces. In addition, with the advent of IoT services, new changes in the future work environment are expected. This study aims to propose a new user experience design considering the context of future work space. First of all, we examined the concept and nature of IoT, and defined various factors that affect the future work environment and grasped the relation of each element. Next, user research in the current work environment was conducted to identify the context that affects the behavior of users in various types of work environments, and to insight the possibility of a new user experience in the future work environment. Based on the above analysis and insights, various context models for a new future work environment were constructed, and UX models and UX scenarios and alternatives were presented. This study will contribute to the diversity of UX design research by expanding the viewpoint of UX design from device to space and context, and it will contribute to the collaborative research with space design and service design, also interdisciplinary research with IoT service related field.