• Title/Summary/Keyword: 경험공간

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악의캐릭터 연구 -The Villain

  • Han, Hye-Won
    • Digital Contents
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    • no.6 s.145
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    • pp.70-77
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    • 2005
  • 사이버 공간은 현실을 충실히 반영하지 않으며, 현실과 완전히 분리돼 있지도 않다. 하지만 사람들은 이 공간에서 자신의 행동과 생각이 증폭되고 확장되는 경험을 한다. 이뿐 아니라 상상만 했던 행동이 실제로 일어나기도 한다. 사이버 공간이 컴퓨터로 연결된 기계의 공간이 아니라 인간의 심리적 공간이 되기 때문이다. 이는 사이버 공간에 있는 캐릭터가 인간의 심리를 대변, 인간에게 사이버의 매력에 빠지도록 유도하기 때문이다. 이에 본지는 연재를 통해 <디지털콘텐츠 매력, 캐릭터의 원형을 찾아서>라는 주제로 어떻게 매력적인 캐릭터가 탄생하고 변천했는가를 살펴보고자 한다. 이번호에는 캐릭터 연구 중 '악'을 대변하는 캐릭터를 집중적으로 살펴보고자 한다.

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아바타형 캐릭터와 인물의 운명

  • Lee, Jeong-Yeop
    • Digital Contents
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    • no.5 s.144
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    • pp.70-73
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    • 2005
  • 사이버 공간은 현실을 충실히 반영하지 않으며, 현실과 완전히 분리돼 있지도 않다. 하지만 사람들은 이 공간에서 자신의 행동과 생각이 증폭되고 확장되는 경험을 한다. 이뿐 아니라 상상만 했던 행동이 실제로 일어나기도 한다. 사이버 공간이 컴퓨터로 연결된기계의 공간이 아니라 인간의 심리적 공간이 되기 때문이다. 이는 사이버 공간에 있는 캐릭터가 인간의 심리를 대변, 인간에게 사이버의 매력에 빠지도록 유도하기 때문이다. 이에 연재를 통해‘디지털콘텐츠 매력, 캐릭터의 원형을 찾아서’라는 주제로 어떻게 매력적인 캐릭터가 탄생하고 변천했는가를 살펴보고자 한다.

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Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

An Issues on the Nexus of Tourism and Everyday Life (관광과 일상의 결합에 관한 소고)

  • Oh, Jeongjoon
    • Journal of the Economic Geographical Society of Korea
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    • v.24 no.1
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    • pp.14-28
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    • 2021
  • Tourism has been considered as the opposite of everyday life. Tourism has been recognized as an extraordinary experience in an extraordinary time and space, and everyday life has been related to a non-extraordinary, that is ordinary time, space, and experience. Beyond this dichotomous thought, this paper focuses on positively combining the relation between tourism and everyday life. To this end, the paper analyzed the ordinaryness of everyday life in tourist spaces, and conversely, grasped the extraordinaryness in dairy spaces. This paper shows that routines affect tourism practice, family tourism make tourist spaces domestification through performance, and the off-the-beaten track tourism spaces for experiencing the ordinary daily life of local residents are centered around the neighborhoods of global metropolises. Based on this, it was able to overcome dualism between daily life and tourism, and to promote the nexus between two.

A Study on the Strategic NSDI Model for Developing Countries based on Korean Experiences (한국의 경험을 통한 개발도상국 NSDI 전략적 구축 모델에 관한 연구)

  • Kim, Eun Hyung
    • Spatial Information Research
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    • v.21 no.6
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    • pp.11-21
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    • 2013
  • This study aims to establish a strategic NSDI (National Spatial Data Infrastructure) model for developing countries based on good practices in the Republic of Korea. The Republic of Korea is a unique country in the world, which has become a developed country from a recipient of international aid since the Korean War in 1950. The rapid economic growth can be mostly attributed to the IT technologies and the Republic of Korea's NSDI efforts as a good practice could provide useful lessons for developing countries. This study consists of theoretical reviews, interviews of Korean NSDI experts, analysis for lessons learned, a summary of the lessons in terms of Six NSDI components and finally a strategic NSDI model for developing countries. The NSDI model is structured by (1) implementation strategies suggested for geospatial data, capacity building, geospatial platform, and cost-effective management with partnership, (2) a roadmap of important NSDI tasks and activities, and finally, (3) a harmonized approach for successful NSDI implementation.

Perspectives of Seeing the Interactions among Space, People, and Society (공간, 사람, 사회의 상호작용에 대한 관점들)

  • Park, Kyu-Taeg
    • Journal of the Korean association of regional geographers
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    • v.16 no.1
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    • pp.76-84
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    • 2010
  • This study is to critically examine a variety of perspectives of seeing the interactions among space, people, and society. According to Tuan, place is a center of meaning constructed by people's experience, and its attributes consist of natural and built-up environments. Entrikin suggests a way of seeing place from a contrary perspective, that is, the subjective and existential sense of place and the objective and naturalistic conception of place. Lefebvre examines the historical transformation of social space through the dialectics among the perceived space, the conceived space, and the lived space. Social space is (re)produced and changed through the conflictual unit of the spatial triad. The project of Foucault's spatial metaphor is to tightly combine three critical concepts, power, knowledge, and space. Those concepts are not objectively existed regardless of specific times and spaces, but they are socially and culturally constructed through the networks of people under particular environments. In the following papers, it is needed to comparatively examine the various perspectives mentioned above to make a new conceptual framework of understanding the interactions among space, people, and society.

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A Study on the Cultural Function of Space and Place: Its Focus on Travel Program (공간과 장소의 문화적 기능: 여행 프로그램 <어서와 한국은 처음이지?>를 중심으로)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.168-175
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    • 2019
  • The purpose of this paper is to examine the characteristics of organic relations according to the characteristics of space and place in which human activities are spreading. The diffusion of various human experiences and the interaction of space and place that form a mutual construction network create momentum for expanding individual or collective experiences. The space and place that lead to the interactions of human activities are expressed in various ways. Through the domestic travel program especially, the ways of expressing space and place are spreading as various "fields of experience." The composition and the expression system of a travel program is transformed into a subject of thought, not a mere experience of space and place through the formation of a "field of experience" that can be thought out and thought of as an existing travel style. Therefore, in this study, we examine the characteristics of the MBC Plus channel from a socio-cultural perspective, expressed through the experience of space and place characteristics expressed through a travel program. The result of an analysis of story development composition for this study shows that the experience of space and place minimizes the boundaries of various cultural discounts according to their relationships to food and communication. In addition, the analysis results of a three-way communication structure show that the emotional code of the audience is maximized through the process of maximizing the effect of reality, and minimizing the gap between the cultural differences and the boundaries through the empathic situation and the empathic subject.

Women's Spatial-Temporal Entrapment in Access to Urban Opportunities by Child Age (자녀 연령별 여성의 도시기회 접근성의 시.공간적 구속성에 관한 연구)

  • Kim, Hyun-Mi
    • Journal of the Korean Geographical Society
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    • v.43 no.3
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    • pp.358-374
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    • 2008
  • This study examines whether and how ages of child affect accessibility experiences of women and men differently. Space-time accessibility measures based on Time-geographic framework with activity-travel diary datasets in Portland Metro, US were calculated using GIS-based geocomputation, and spatial-temporal patterns of accessibility of dual-earner couples by ages of their youngest child were compared. The results are as follows. (1) Although more women than men work part-time, which would render women more spatial-temporal autonomy, accessibility levels of women are not higher than men's. It implies that there exists another constraint placed on women which largely stems from gender inequality. (2) It is distinctively women with child under age 6 of which accessibility spaces are found to be restricted doser to home compared to men. Women with no child or with child aged over 6, however, show more or less similar spatial-temporal patterns of accessibility with men's which are quite unvarying regardless of parental status and their child age. Women's accessibility experiences characterized by spatial-temporal entrapment, thus, can be seen as problems associated with gender rather than sex. (3) Intensified spatial-temporal entrapment of women with young child are associated with the significant spatial pegs shaping their accessibility spaces, which are located much closer to home compared to men's: workplaces and child's daycare centers.

온라인 게임의 고객 충성도에 영향을 미치는 디자인 요소와 심리적 만족감

  • Choe, Dong-Seong
    • 한국게임학회지
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    • v.6 no.1
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    • pp.58-60
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    • 2009
  • 본 연구는 온라인 게임을 플레이하는 플레이어의 즐거운 경험에 중요한 영향을 미치는 요소가 무엇인지에 대한 분석을 진행하였다. 이를 위해 본 연구에서는 먼저 온라인 게임의 중요한 두 가지 상호작용, 즉 문제 해결 기반의 Personal Interaction, 가상공간에서의 사회적 활동에 기반한 Social Interaction의 중요성에 대해 분석하였다. 이와 더불어 Personal Interaction과 Social Interaction의 효율적인 진행에 필요한 디자인 요소가 무엇인지를 분석하고 그 결과를 제시하였다. 분석 결과 Personal Interaction의 효율적 진행을 위해 목표, 조작자, Feedback과 관련된 디자인 요소가 중요하며, Social Interaction과 관련해서는 가상공간과 의사소통에 관련된 디자인 요소가 매우 중요하다는 결과를 도출하였다. 마지막으로 본 연구에서는 두 가지 상호작용을 통해 플레이어가 받는 심리적 보상 중에서 어떤 심리적 보상이 플레이어의 즐거운 경험에 영향을 미치는지를 분석하였다. 그 결과 자아효능감, 자아존중감, 인지적 성과가 높을 경우 게임 플레이 과정에서 즐거움을 매우 높게 경험하는 것으로 분석되었다.

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