• Title/Summary/Keyword: 공간의 체험

Search Result 660, Processing Time 0.027 seconds

실감 체험을 위한 공간기반 XR 콘텐츠 제작과 언리얼 엔진의 활용

  • Kim, Gi-Tae
    • Broadcasting and Media Magazine
    • /
    • v.27 no.4
    • /
    • pp.59-65
    • /
    • 2022
  • 최근 미디어 발달은 융합된 형태로 구성되고 있으며, 실감 혹은 사실감에 입각한 체험의 양질의 성장이 필요한 시대를 영위하고 있다. 공간을 기반으로 다양한 랜드마크로 미디어의 장르를 표현하고 있으며, 실감미디어는 무한 확장의 개념에서 발달하고 있다. XR(eXtended Reality)의 성장에 따른 융합된 H/W와 S/W를 기반으로 대규모 공간과 다중체험 그리고 수준 높은 그래픽 퀄리티를 요구하고 있으며, 이에 기반한 국내 최초 공간기반 XR 콘텐츠 국립광주박물관의 신한선의 여정의 제작 과정을 소개한다.

A Design Courseware for Effective Actual Experience Studying (효율적인 현장체험 학습을 위한 코스웨어 설계)

  • Kim, Dai-Bum;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
    • /
    • 2004.01a
    • /
    • pp.159-166
    • /
    • 2004
  • 현장체험학습은 교과 학습과 관련해서 교실을 벗어나 학습장을 방문하여 학습활동을 한 후 보고서를 작성하고 결과를 평가하는 학습을 말한다. 하지만 저학년에서 고학년으로 갈수록 학습 범위가 넓어지고 사전학습이 없어 효율적인 학습이 이루어지기 어렵다. 이에 교사에게는 풍부한 현장체험학습 자료를 이용하여 효과적인 학습을 할 수 있는 수업 기회를 제공하고, 학생에게는 시간과 공간을 초월하여 자기 주도적으로 사전 수업을 한 후 현장체험학습을 실시, 보고서를 작성할 수 있는 장을 마련해 주어야 한다. 그러므로 본 연구에서는 시간과 공간의 한계를 극복하면서 학습자가 살고 있는 지역에 관한 체험 학습을 할 수 있도록 현장체험 학습 시스템을 설계하였다 본 코스웨어는 학습자가 스스로 사전 사후 학습을 하며 교사와 상호 작용을 할 수 있도록 구성되었다.

  • PDF

Value Evaluation on the Experience Space of the Age-friendly Product (고령친화용품 체험공간에 대한 가치 평가)

  • Oh, Chan Ohk;Joo, Soo Hyun;Jin, Jae Moon;Kim, Soo Young
    • Design Convergence Study
    • /
    • v.16 no.3
    • /
    • pp.17-37
    • /
    • 2017
  • The purpose of this study is to evaluate the value of the center of age-friendly goods to confirm the public value of the center. 152 elderly participants, either who have utilized the center themselves or who have experienced the center indirectly through the image have participated in the study. The experience of age-friendly product center was evaluated by the contingent valuation method, which is widely used in the public services. A double-bounded dichotomous choice (DB-DC) log-logistic model and a log-normal model were conducted. As the result of the estimation, the truncated mean of the log-logistic model was 3,401 Korean won, with the mean of 4,937 won. In addition, the truncated mean of the log-normal model was 3,433 won, with the mean of 4,144 won. Elderly who have not experienced the center placed a higher value on the center, compared to the experienced elderly. The results imply the necessity to enlarge the opportunity for future suppliers to experience the center for age-friendly products, in order to improve their objective understandings. In addition, the necessity of expanding exhibition products and applying age-friendly designs is proposed, to offer various attractive experiences to elderly.

The Design Improvement Plan of Seoul Forest Visitor Centers for Little Children (서울시 유아숲체험장의 공간 개선 방안)

  • Kim, Minjung;Jeong, Wookju
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.49 no.6
    • /
    • pp.49-63
    • /
    • 2021
  • The Forest Visitor Centers for Little Children who means preschoolers is an educational facility that achieves holistic growth by experiencing forests, and it should not be completed by installing specific facilities in the forest environment, but should be a space where preschoolers can play freely in the forest environment themselves. This study comprehensively evaluated the current status of Seoul Forest Visitor Centers for Little Children and suggested space improvement measures to enhance the effectiveness of forest experience. Through the theoretical review, seven spatial elements that enhance the effect of forest experience and six areas composing outdoor play areas were derived to prepare an analysis table for current status evaluation, and field survey studies were conducted on 24 centers in Seoul. Through expert interviews, the physical status was examined from the perspective of childhood education and the experiences of the users were summarized. As a result of the study, the Seoul Forest Visitor Center for Little Children is classified into six types according to the location characteristics and spatial structure, and has the characteristics of each type. The effectiveness of forest experience can be enhanced by identifying and revealing the environmental strengths of individual centers. In the case of outdoor experience learning zones, the proportion of exercise play areas was very large. By evenly organizing the forest experience space for each area, it will be possible to provide more diverse experiences to preschoolers. However, the status of uniform facility-oriented cannot be viewed as a fragmentary factor that lowers the effect of forest experience. The key to increasing the effect of forest experience by inducing creative activities is the spatial composition that considers the surrounding natural environment. Facilities should be a medium to help preschoolers' interest move into the forest. This study prepared data to understand the average physical status of the Seoul Forest Visitor Center for Little Children and suggested space improvement measures to increase the effectiveness of forest experience. This can be used as basic data for research to improve the quality level of the Seoul Forest Visitor Center for Little Children about 10 years after the project was implemented.

등대해양문화공간 스토리텔링에 따른 실질적 적용과 활성화방안 연구

  • Kim, Seong-Il
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2013.10a
    • /
    • pp.443-447
    • /
    • 2013
  • 홍보관, 영상관, 야외공연장 등 체험하며 소통할 수 있는 해양문화공간으로 조성하여 지역의 체계적이고 독자적인 문화콘텐츠를 연구하며, 지역 특성에 맞는 스토리텔링을 개발하고 지역경제 활성화와 등대만의 고유한 해양문화 관광 콘텐츠를 개발하는 것을 목적으로 한다.

  • PDF

A Study on the Cultural Industrialization and Content Change Direction of Pyeongsari, a Novel 'Toji (Land )' Background Space (소설 『토지』 배경지 평사리의 문화산업화와 콘텐츠 변화 방향 연구)

  • Choi, You-Hee
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.221-247
    • /
    • 2020
  • This paper examines the meaning of Pyeongsari, the main stage of the novel 'Toji (Land )' and the original experience space engraved in the lives of the characters and suggests the direction of Pyeongsari as a 'Toji (Land )' content platform. Pyeongsa-ri, an imaginary space in the novel, starts from the background of the original work and turns into a representative tourist space for Ha Dong-gun. However, it is necessary to provide cultural experience-type contents that visitors can experience in person. In the original work, Pyeongsari is an ideal community and a symbol of the Korean modern history of suffering and pioneering. Therefore, taking advantage of this meaning, it is necessary to prepare a cultural experience space that shows Confucian culture, women's labor culture, and shamanic culture to draw on visitors' experiences. In addition, the app should be developed in connection with transformed works that have been the driving force behind the reorganization of Pyeongsari, and education and experience spaces using augmented reality are provided on the web. This interaction between digital and reality makes the meaning of the original or transformed works contemporaneous, while contributing to the visitor's own experience. In addition, through this, Pyeongsari can evolve into a cultural experience content platform that reflects the meaning of Korean culture and life. This paper is significant in that it suggests the direction of Pyeongsari's space planning for the 'geography of meaningful places'. In addition, while showing how the imaginary space of the original literary work has reorganized the space of reality, there are implications for the media content of the literary work and the terrain of the culture and arts industry.

Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Keun-Wang;Park, Jong-Chun
    • Proceedings of the KAIS Fall Conference
    • /
    • 2009.05a
    • /
    • pp.44-46
    • /
    • 2009
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

  • PDF

Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Min-Gyu
    • Proceedings of the KAIS Fall Conference
    • /
    • 2010.05a
    • /
    • pp.559-561
    • /
    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경 교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

  • PDF

The Research on the Lived Experiences of Gambling Addicts who stay near the Casino (카지노 인근에 머무는 도박중독자가 체험한 공간성)

  • Song, Jin-Ah;Kim, Sun-Min;Kim, Yong-Geun;Shin, Heang-Ho
    • Korean Journal of Social Welfare Studies
    • /
    • v.44 no.1
    • /
    • pp.193-216
    • /
    • 2013
  • The aim of this study is to reveal the lived experience of gambling addicts who have chosen to move near to a casino area to live. Thus, the researchers interviewed four gambling addicts (who live in the vicinity of the casino)and analyzed what spatiality they experienced and what it meant by using the van Mannen's hermeneutics phenomenological approach. The result revealed that what affected and constituted their lived experiences essentially was not where they came from or where there are now but the phenomenon itself which they stayed close to the casino. Even though they escaped their own living space for themselves and flowed into the casino vicinity, they seemed to live only for today, however they lived to make up the past loss or dream for better future through beating the odds of gambling. Therefore they did not make an ontological living. Thus, they were experiencing an existential anxiety as a 'Sandwich Being' between the outside world and somewhere else in the world.

Behavior Analysis of Game Experienced Customer in Retail Store Game Zone using Smartphone log (스마트폰 로그를 이용한 리테일 매장의 게임체험공간 내 방문고객의 게임 앱 사용행태 분석)

  • Kim, Dae-Seon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.11a
    • /
    • pp.294-297
    • /
    • 2014
  • 리테일 업계의 최대 화두는 다양한 미디어 채널을 상호 연계하여 방문고객체험을 극대화시키는 것이다. 리테일 매장을 방문하는 고객들은 이미 스마트폰을 사용하여 관심상품을 미리 조회해보고, 상품평도 살펴본다. 본 논문에서는 리테일 매장 내 게임체험 전용공간을 마련하고 방문고객의 게임 앱 사용행태를 분석한다. 이를 바탕으로 리테일 매장을 게임 홍보채널로 활용하고자 하는 욕구를 가지는 게임 스타트업 업체에게 사용자 체험 극대화를 위한 제안 및 분석자료를 마련한다.