• Title/Summary/Keyword: 공간체험

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A Design and Implementation of Learning System to Support Indoor and Outdoor Field Trips Using RFID Mobile Device (RFID 모바일 기기용 실내.외 체험학습 시스템 설계 및 구현)

  • Yu, Jeong-Su;Baek, Hyeon-Gi
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.527-536
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    • 2010
  • Ubiquitous computing and mobile technologies provide much scope for designing innovative learning experiences that can take place in a variety of indoor and outdoor settings, such as botanical gardens, parks, museums and classrooms. In this paper, we present our own innovative work for bridging indoor and outdoor field-trip learning activities with the support of RFID with reader device on ubiquitous environments. The function of our system is based on strategically located RFID tags placed on objects around settings which are identified using the mobile device installed to an RFID reader. The mobile device reads the RFID tag and sends the learner's request to the field-trip learning system. And learners can be learning activities according to theirs learning levels. We also focus on the use of intelligent agents to customize learning contents for individual learners. The result of our experiment indicates that learner enjoyed learning where mobile devices are used in the system, supporting the learning activities in the context of which they are taking place.

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Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

건설안전리포트 - 삼성물산 건설부문 국립 생태체험관 신축현장 - 안전으로 환경과 건축 역사에 남을 건물 지을 것

  • Yeon, Seul-Gi
    • The Safety technology
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    • no.166
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    • pp.12-14
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    • 2011
  • 불과 2년 전 한적한 시골 농경지였던 충청남도 서천군 마서면 일대. 푸른 들판과 초록의 나무만 가득했던 이곳이 환경보존의 중요성을 알리는 '생태원'으로 변하고 있다. 무려 99만8,000$m^2$의 사업부지에 생태연구센터, 생태교육센터, 생태체험관, 야외생태체험공간 등이 내년 말 완공을 목표로 한창 조성되고 있는 것. 각 시설 모두가 세간의 큰 관심을 받고 있지만 그중에서도 삼성물산 건설부문이 시공 중에 있는 '국립 생태체험관'은 아직 완공 전임에도 국내를 넘어 세계적으로 유명세를 떨치고 있다. 열대관, 아열대관, 지중해관, 온대관 극지관 등 지구의 5대 생태계를 재현하는 '국립 생태체험관'은 전 세계 각지의 유명 생태관들의 모든 장점에다 국내만의 독창성을 더해 현존 최고 생태체험관의 탄생을 예고하고 있다. 때문에 시공사의 자긍심이 남다른 것은 당연한 일. 최신 친환경 공법을 바탕으로 건물의 가치를 높이는데 혼연의 힘을 다하고 있다. 특히 시공 과정에서 가장 많은 신경을 쓰는 것이 바로 '안전'이다. 후세에 환경보전과 보호의 필요성을 전하는 의미 깊은 장소이니 만큼 안전사고로 그 취지를 얼룩지게 할 수 없다는 것이 이곳 임직원의 각오. 안전으로 역사에 기록될 건축물을 만들고 있는 삼성물산 건설부문의 '국립 생태체험관' 신축현장을 찾아가 봤다.

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A Study on the User Recognition of Library Complex Culture Space (도서관 복합문화공간에 대한 이용자 인식 연구)

  • Noh, Younghee;Kim, Yoon-Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.4
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    • pp.23-50
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    • 2019
  • Libraries have recently sought to diversify their roles to meet the changing needs of local residents, while faithfully playing the library's original roles. The creation of a complex cultural space and the provision of services based on it are one of the ways to expand its role. In this study, a surveyed and analyzed the awareness of the complex cultural space of the library and the preference and awareness of the program operated in the complex cultural space by conducting a survey on the users of the library currently operating the complex cultural space. As a result, first, it was found that they preferred information space, education space, and rest space in space preference. On the other hand, community space and experience space showed low preference. Second, they prefer educational programs, exhibition programs, and performance programs that utilize complex cultural spaces, but experience programs and community programs have low preference. Therefore, it is necessary to operate the program by providing exhibitions and performance spaces while providing information and education spaces to users. The librarian should also promote the fact that library can be only the space of information and education, but also the space where culture, healing, experience and communication take place. In addition, libraries should strive to improve user awareness of library space.

A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

A Study on Development of Two Axis Motion Base for Simulation (시뮬레이션을 위한 2축 Motion Base 개발에 관한 연구)

  • 정진호;유창선;김종철
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.95-98
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    • 2001
  • 최근 몇 년 사이 컴퓨터에 관련된 많은 발전과 함께 모의실험을 위한 소프트웨어 및 모의훈련장치(시뮬레이터)가 다양한 분야에서 연구 개발 보급되고 있다. 그중 컴퓨터와 소프트웨어의 급격한 발달로 그래픽과 멀티미디어를 통합한 가상현실구현에 많은 개발과 연구가 진행되고 있고 네트웍의 발전으로 여러 사람이 쉽게 접할 수 있는 가상공간이 점차 확대되고 있다. 컴퓨터와 소프트웨어의 가상공간은 시각적인 가상공간인 반면, 실제 많은 비용과 장비가 수반되는 시뮬레이터는 인간이 쉽게 체험하지 못하는 환경 적응을 위한 훈련 체험 장비로 위험과 안전성 예기치 못한 돌발상황 등으로 발생할 수 있는 많은 인적 물적 재산의 피해를 예방하기 위한 훈련장치로 다양한 분야에서 활용되고 있다. 본 논문에서는 훈련 및 레져 오락용으로 다양하게 연구 개발되는 시뮬레이터에서 중대형 고가의 현 구동방식을 중저가 소형의 2축 Motion Base 구동방식을 제안하고 개발된 시제품에 대한 시스템 구성과 동작특성을 기술하였다.

Design of Smart Bike Studio for Sportainment (스포테인먼트를 위한 스마트 바이크 스튜디오 설계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.89-102
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    • 2017
  • With the increase in interest in health in the society, a variety of fusion studies have been conducted by ICT to sports. This study develops a smart bicycle that is run only when a rider maintains balance, and proposes an interface of studio space where the smart bicycle can be experienced. The studio consists of interactive smart bike, a geodesic dome for immersion of content for a single person, and virtual reality content that is implemented to enjoy various sceneries in real space. This study contributes to attempts of design and production of studio that is optimized to interactive space of smart bike for single person. This studio has a scalable interface, which can be applicable to various other interactive contents for sportainmnet.

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

A Study on the space marketing of Retail Branding (리테일 브랜딩의 공간 마케팅 사례에 관한 연구)

  • O, Jeong-A;Lee, Hyeon-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.17-20
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    • 2008
  • 리테일 브랜딩은 자사 브랜드의 아이덴티티를 소비자가 직접 체험하고 교감할 수 있는 공간을 제공하는 새로운 개념의 공간 마케팅 전략이다. 각 기업들은 광고 등을 통한 단순한 브랜드의 이미지 주입보다는 리테일 브랜딩 공간 제공에 주목하고 있다. 본 연구의 목적은 리테일 브랜딩이 적용한 사례의 분석을 통해 리테일 브랜딩 공간 유형을 도출하여 리테일 브랜딩 공간 마케팅의 기초자료를 마련하고자 한다.

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