• Title/Summary/Keyword: 공간 콘텐츠

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Close Looking at Gilles Deleuze's Any-Space-Whatever (무규정 공간 자세히 보기)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.765-790
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    • 2021
  • The affection-image is the close-up of the face with real connections in space-time, or with virtual conjunction, outside spatio-temporal co-ordinates. The close-up can carry its own space-time in background. with deframing and fragmentation, Space itself has left behind its own space-time connection and become any-space-whatever that is the affection-image. The elements of any-space-whatever are the shadows, lyrical abstraction, the colors, the disconnected parts, the empty space. Deleuze examines any-space-whatever through the close ups, fragmentation of space and de-framing in Dreyer and Bresson's cinema.

Analyzing content placement interface requirements in a multi-display environment (멀티 디스플레이 환경에서 콘텐츠의 공간적 인터페이스 요구사항 분석)

  • Kim, Hyo-Yong;Lim, Soon-Bum
    • Cartoon and Animation Studies
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    • s.48
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    • pp.69-84
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    • 2017
  • In order to display various art works such as media art in a multi-display environment, it is necessary to consider contents arrangement. The advantage of having a 1: N or N: N layout instead of a 1: 1 or N: 1 layout between display and content, but a more complex scheme of how to do spatial and temporal layout in multi-display Is required. In order to distribute contents, existing media server solution or programming-based multimedia production software is used. However, it takes much time to rearrange or modify the contents, and it is not easy to modify the contents. Therefore, It is difficult to place content in the environment. In order to solve this problem, various approaches are needed from research on content placement method to development of content placement software that improves the existing method. However, analysis on systematic content placement type supporting it, or interface There is also no access to. In this study, we have summarized the requirements for designing the interface for each type with the aim of making it possible to utilize previously analyzed content layout types in various display activities such as media art in multi - display environment. The requirements of each type of interface were derived based on spatial arrangement and temporal layout type which are most distinguished when content is placed. The contents of the interface requirements are summarized as follows: We expect to be a cornerstone for system development.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Strategies for the Standardization of Spatial Statistical Information as the NGIS Framework Data (기본지리정보로서의 공간통계정보의 표준화 방안)

  • Seo, dong-jo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.472-476
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    • 2009
  • From the comparison of the current systems for the spatial statistical information in some countries, USA, UK, Canada, and Japan, it was reviewed how to manage and control the spatial statistical information. And it was discussed on the types of the administrative structures and the law systems, and the types of the applications to manage the spatial statistical information. Finally, it was suggested to the strategies for the standardization of spatial statistical information as the NGIS framework data.

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A Study on the Utilization Infra-structure of Participatory Geospatial Information System (참여형 공간정보시스템 활용체계 구축 방안에 관한 연구)

  • Kim, Sun-Woo;Ra, In-Ho;Park, Ju-Young;Yang, Kwang-Ho;Park, Ki-Shik
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.263-264
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    • 2014
  • 공간에 대한 정보는 시간과 함께 사람이 생활을 하는데 있어 반드시 알아야 하는 가장 근본적인 정보이며, 공간정보는 우리가 일상생활이나 특정한 상황에 처해 있을 때 행동이나 태도를 결정하는 중요한 기초정보와 기준을 제시한다. 미래의 공간정보사회에서는 지능 사물이 공간정보를 이용하고 인간은 간접적으로 활용하는 서비스로 진화한다. 미래의 공간정보는 상황정보, 실시간성, 다양성(풍부성), 정밀성을 바탕으로 빅데이터와 클라우드 기술이 융합되어 사용자 중심의 맞춤형 서비스가 제공될 것이다.

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A Study on Methods to Revitalize Local Communities through Book Cafe (북카페를 통한 지역 커뮤니티 활성화 방안)

  • Choi, Jun-Ran;Lim, Dae-Geun
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.131-132
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    • 2013
  • 홍대 앞에 급부상하고 있는 북카페가 어떤 문화적 특성을 갖고 있는지 살펴보고 강원도의 '감자꽃 스튜디오', 서울의 '광장시장'과 '통인시장'의 변화를 통해 도심 내 효율적인 문화 공간 활성화 방안에 대해 살펴본다. 문화 공간은 보편적으로 시민들이 문화예술을 감상하거나 생활 속에서 문화적 산물을 직접 생산, 교육할 수 있는 장소 또는 시설로 인식하고 있다. 북카페의 특징인 복합 문화 공간을 잘 살려 '지역 커뮤니티'의 공간으로 발전되도록 한다. 북카페의 활성화 방안으로 지역문화와 잘 연계한 강원도 평창의 '감자꽃 스튜디오'를 예를 들어 비교해 본다. 문화 공간은 시대에 맞게 필요에 따라 변모해야 한다. 문화 공간의 다양한 방법에 대해 연구해보기로 한다.

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Framework for Interactive Projection Mapping based on Object Detection (물체 감지 기반 인터랙티브 프로젝션 맵핑 프레임워크)

  • Kim, Heejin;Suh, Jung-Keun;Kim, Kyong-Ah;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.702-703
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    • 2019
  • 본 논문에서는 임의의 2차원 프로젝션 맵핑 공간을 인터랙티브 공간으로 구축할 수 있도록 하는 인터랙티브 프로젝션 맵핑 프레임워크를 제안하고, 제안 프레임워크를 활용한 "애니마블" 게임 구현 사례를 소개한다. 제안 프레임워크는 프로그래밍 스킬이 전혀 없는 창작자들이 물체 감지 기술을 이용하여 인터랙티브 미디어 콘텐츠를 쉽게 제작할 수 있도록 하기 위하여 설계 구현되었다. 콘텐츠 창작자는 인터랙션이 발생될 위치를 카메라 영상상에서 지정하고, 미리 지정된 파일 디렉토리에 정해진 룰에 따라 이름 지어진 미디어 콘텐츠 파일들을 가져다 놓는 것만으로 인터랙티브 프로젝션 맵핑 콘텐츠를 완성할 수 있다. 제안 프레임워크를 이용한 "애니마블" 게임은 아날로그적 보드게임과 미디어 콘텐츠를 결합한 아동용 인터랙티브 미디어 보드게임으로 구현되었다.