• Title/Summary/Keyword: Cyber Space Design

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A Study on the Usability test and Space Syntax analysis in Web Museum (Museum Web 공간의 사용성 평가와 구조분석에 관한 연구)

  • 최성욱;황미영;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.99-104
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    • 2002
  • The main concept of this thesis is to research about how to express the interface element of the virtual museum on tile cyber space and how to evaluate its organization. In addition, the basis of this thesis is to help people build their efficient spaces on the current virtual museum. My understanding about the interface element and its structural evaluation is grounded on Usability evaluation and Syntax thesis. For the survey, I utilize two different methods. One is regular questionnaire; the other is heuristic evaluation which is derived from empirical study and practical experience. The survey is mainly composed of contents, design, usability and overall impression. The main concept of this research is to establish the initial foundation of the virtual museum on cyber space by suggesting an objective evolutional norm including esthetic orientation.

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On the Use Factor Analysis and Adequacy Evaluation of CyberKnife Shielding Design Using Clinical Data

  • Cho, Yu Ra;Jung, Haijo;Lee, Dong Han
    • Progress in Medical Physics
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    • v.29 no.4
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    • pp.115-122
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    • 2018
  • Although the current internationally recommended standard for the use factor (U) applied to CyberKnife is 0.05 (5%), the CyberKnife shielding standard is applied more stringently. This study, based on clinical data, was aimed at examining the appropriateness of existing shielding guidelines. Sixty patients treated with G4 CyberKnife were selected. The patients were divided into two groups, according to whether they underwent skull or spine tracking. Based on the results, the use factors for each wall ranged from 0.028 (2.8%) to 0.031 (3.1%) for the intracranial treatment and 0.020 (2.0%) to 0.022 (2.2%) for the body treatment. Excessive barrier thickness resulted in inefficient use of space and higher cost to the institutions. Furthermore, because the use factor is influenced by the position of the robot, the use factor determined based on the clinical data of this study would facilitate more reasonable treatment room design.

The Teaching Method of "Architectural Basic Design" with Digital tool (디지털도구를 이용한 건축기초설계 교육사례연구)

  • Koh, In-Lyong;Dong, Jae-Uk
    • Journal of The Korean Digital Architecture Interior Association
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    • v.4 no.2
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    • pp.7-14
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    • 2004
  • This paper is base on the Thought that digital Architecture and Digital design tools cannot be seperted as like Architevtural Design and Architectural Drafting tools. So the purpose of this paper is to show that the interactive 'Architectural Basic design' practice with Digital tools and there tranning method. This example of the pratical assignments in class("Architectural digital drafting" and "Architectural Basic Design") are focus on tranning spatial perception in real space and digital -cyber space. And these practical samples are using the primary step in The Digital Architectre.

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Design of Target Cyber Counseling System using Counseling Assistance Agent

  • Pi, Su-Young
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.4 no.3
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    • pp.311-315
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    • 2004
  • Because of the characteristics of the cyber world, such as usefulness, anonymousness, patency, economic performance, rapidness, etc., cyber counseling has great possibility. Because he or she may not meet a consultant directly, a client can expose his/her inside problems or secret personal problems, keeping anonymousness. However, existing cyber counseling has the limit in durability of counseling because target counseling appropriate to a client is impossible and a counseling activity is done by one time counseling. In this paper, we attempt to develop a target cyber counseling system in which target cyber counseling is possible. The system will use a counseling assistance agent who can play the role of a counseling supporter as well as a counselor in the cyber space. If target counseling becomes possible, it can heighten efficiency of cyber counseling because a client is satisfied with the result of counseling and thus counseling activities can be continued.

A Study on Digital Space Design Method and System using Virtual Reality (가상현실을 활용한 디지털 공간 디자인 기법과 체계 연구)

  • 김연정
    • Archives of design research
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    • v.17 no.3
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    • pp.255-262
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    • 2004
  • The history of design has been closely related with the development of technology. The digital revolution requires design to be as innovative and inventive as the Industrial Revolution had been. In the current society demanding innovation and a new role for design, a successful result can be obtained in the interrelationship between digital and physical environments. In this point of view, exhibition design as a part of space design has had the method of analogue virtual reality, which induces spectators' experiences by creating a virtual environment, as its main expression means before digital technology was introduced. This method was developed from plane images or models to picture techniques according to the development of media technology. Nowadays, the exhibition method introducing multimedia, which enables interactions, is being developed. The main purpose of this study is to identify the meaning and role of virtual space in the view of space design and to analyze its functional interaction. Through this, it attempts to actively promote organic integration and development of widely used cyber space and traditional space design.

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A Study on Digital Culture Phenomenon Shown in the Modernly Fashion Design (현대 패션디자인에 나타난 디지털문화현상)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
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    • v.7 no.2
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    • pp.143-152
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    • 2005
  • A concept of 'digital' is changing a living pattern of moderners, with having influence on the whole life of modern society. The purpose of this study is arrange the frame of conformity to the 'fashion as culture' by considering the social and cultural phenomena being shown in relation to digital, which is a concept being watched most for the 21st century and by trying to analyze a tendency of digital culture being shown in the modernly fashion design based on this. The digital culture, which is a concept of generalizing the phenomena of interactional changes in the sub-structure being derived by digital technology, is being shown as a tendency of fusionization and globalization, and due to this, the culture of digital nomads is being formed. On the other hand, a tendency of amenity caused by the reaction against the coldly digital technology, is forming one axis of digital culture. As the culture, which experiences the process of a change by digital technology, is reflected even on the fashion, the fusion of technology and the human body, brought about the appearance and the development of the artificial body, by allowing the wearable computer to be introduced to fashion and by being connected directly to the body. This means the expansion of range for fashion. The destruction of a border between space and space, is making an opportunity of forming another ego inside the cyber space, with bringing about the mixed loading between the cyber space and the real space. As the border between the cyber space and the real space is being collapsed, the space of newly self-realization is being created. The collapse of gender is being shown as the pursuit of gender, which is a nomadic concept of not giving priority to anywhere of male gender and female gender. The tendency of sensitive design introduced the sports look as the largely fashion trend. Fascinated with Zen thoughts is leading to a response to the swiftly and coldly social conditions caused by machine. The digital culture by digital technology and the fashion tendency being shown by its influence, meet the needs of self-realization and self-expansion for a human being, and satisfy the needs for the expression of self-identity for a human being, and enable the search for introspection about inner existence inside the self.

A Study on the Formations and Compositions of the Cyber Museum -Focusing on the case of oversea natural history museum- (사이버 뮤지엄의 형식과 구성에 관한 고찰 -자연사 박물관 분야에 대한 해외사례를 중심으로-)

  • 임경부;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.7-10
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    • 1999
  • The organization of modern society is suddenly changing from the modern society to the ultra modern informationalized society. Various social members must satisfy cultural and artistic desires to serve museum concept and function to move the informationalized society. A lot of natural history museum in the world build cyber space exhibition lines. Audiences do not directly visit but they view but they view the exhibit, get an education, participate in the cultrue programs and earn the museum's informations. Especially, in the case of national and public museums in Korea, they do not concerned the museum architecture before processing the character and collections of the museum. Cyber museums determine museum character, policy, information, collections converge of opinion voluntary collection and grasp of location, because cyber museum can be finished be4fore the work of the future museum.

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Research on the Information Architecture and its Structure of Cyber Museums (사이버 전시관의 INFORMATION ARCHITECTURE와 그 구성에 관한 기초적 연구)

  • 송정화;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.112-116
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    • 2001
  • We are facing the new revolutionary age which industrialism and capitalism have been disappearing at tile transition period of civilization. This revolution means the internet, a communication system that is free from the limits of time and space through the establishment of global network. This research aims at finding how the structure of museums and galleries are designed and expressed in the cyber world. It is also intended to analyse factors of their composition.

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