• 제목/요약/키워드: Digital Experiencing

검색결과 119건 처리시간 0.019초

한국 전통주거의 미적 관점에 의한 공간 연계성 연구 (A Study on a Space Linkage of the Korean Traditional Residence from an Aesthetic Point of View)

  • 김종환;박성재
    • 한국디지털건축인테리어학회논문집
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    • 제11권3호
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    • pp.99-107
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    • 2011
  • The prime purpose of this study is to view traditional residential space not only as visual and figurative but also experiencing space from the perspective of aesthetics. This study points out that traditional residential space should be perceived as "true space" of connecting people, life and experience. Although it was not clearly defined as a visual entity, the value, phenomenon and experience of space materialized through conjecture and expectation are interpreted as the arena of aesthetics and philosophy. This study aims at drawing a conclusion that the characteristics of traditional residential space, which is perceived as experiencing space centered on objective and subjective human behaviors, makes a linkage to aesthetic elements.

한국 전통주거의 미적 관점에 의한 공간 연계성 연구 (A Study on a Space Linkage of the Korean Traditional Residence from an Aesthetic Point of View)

  • 김종환;박성재
    • 한국디지털건축인테리어학회논문집
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    • 제10권3호
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    • pp.53-62
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    • 2010
  • The prime purpose of this study is to view traditional residential space not only as visual and figurative but also experiencing space from the perspective of aesthetics. This study points out that traditional residential space should be perceived as "true space" of connecting people, life and experience. Although it was not clearly defined as a visual entity, the value, phenomenon and experience of space materialized through conjecture and expectation are interpreted as the arena of aesthetics and philosophy. This study aims at drawing a conclusion that the characteristics of traditional residential space, which is perceived as experiencing space centered on objective and subjective human behaviors, makes a linkage to aesthetic elements.

Digital immersive experiences with the future of shelf painting -From "Kandinsky, the Abstract Odyssey."

  • Feng Tianshi
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.123-127
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    • 2024
  • In the early 20th century, Walter Benjamin analyzed the changes in the value of traditional art forms under the industrial era and the changes in the aesthetic attitude of the masses. A century later, in the contemporary multi-art world, the traditional medium of shelf painting is once again experiencing a similar situation as the last century. Emerging technology display modes such as digital virtual reality and digital immersive experience can achieve digital reproduction of paintings on shelves and reach a certain level of performance, which once again shocks the public's aesthetic perception. This paper attempts to illustrate the outstanding characteristics of the new art form after digital reconstruction by exploring the transformation and sublimation of digital technology to shelf painting. We predict that art research on future reality and augmented reality according to the artificial intelligence era will be conducted in depth in the future.

임상실습을 경험한 간호대학생의 임파워먼트와 의료관련감염 관리 표준주의지침 인지도가 수행도에 미치는 요인 (Effects of Empowerment and Regarding Standard Precautions for Healthcare associated Infection Control in Nursing Students Experiencing Clinical Practice on Performances)

  • 정미라;정은
    • 디지털융복합연구
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    • 제17권1호
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    • pp.259-267
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    • 2019
  • 본 연구는 임상실습을 경험한 간호대학생의 임파워먼트, 표준주의지침 인지도 및 수행도의 관련성을 파악하고, 간호대학생의 표준주의지침 수행도에 미치는 영향요인을 규명하기 위해 시도되었다. 연구 대상자는 전남지역 2개 대학의 임상실습을 경험한 간호대학생 168명을 대상으로 하였다. 수집된 자료는 IBM SPSS Statistics 20.0 프로그램을 이용하여 기술통계, t-test, ANOVA, Scheffe, Pearson's correlation coefficient, stepwise multiple regression을 통해 분석하였다. 단계적 다중회귀분석결과 표준주의지침 수행도에 영향을 미치는 요인은 인지도였으며 이들의 설명력은 77.7%였다(F=579.84, p<.001). 본 연구결과를 바탕으로 임상실습을 경험한 간호대학생의 표준주의지침 수행도를 증진시키기 위한 표준주의지침 인지도를 높이기 위한 방안이 필요할 것으로 생각된다.

디지털 시대의 퓨전문화와 퓨전디자인에 관한 연구 (A Study on Fusion Culture and Fusion Design in the Digital Era)

  • 유수연
    • 한국실내디자인학회논문집
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    • 제25호
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    • pp.61-67
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    • 2000
  • The goals and meanings of this papers are set up to analyse the trend of Design immerged in 21st century with studying Fusion culture which is related with Digital concept that is the most spot-lighted in 21st century and summarizing the effects of this tendency given to Design. We are experiencing Digital Revolution which leads us from Analog Society to Digital society. Also, this means that New Millenium starts with characteristics of [End of Century]. I focus on the concept of Fusion-design, in the view of Art-Nouveau and Post-Modernism which came over the end of 19th century and the beginning of 20th century. Furthermore, I define the Fusion-design of Digital era and find the way that design of 21st century develops.

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위치기반서비스(LBS) 적용 전시관의 콘텐츠 체험방식과 기술특성에 관한 연구 - 이동통신 기업홍보관 티움(T.um)을 중심으로 - (A Study on the Characteristics of Methods for Experiencing Contents and Network Technologies in the Exhibition space applied with Location Based Service - Focus on T.um as the Public Exhibition Center for a Telecommunication Company -)

  • 이주형
    • 한국실내디자인학회논문집
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    • 제19권5호
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    • pp.173-181
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    • 2010
  • Opened on November 2008, as the public exhibition center of a telecommunication company, T.um is dedicated for delivering the future ubiquitous technologies and business vision of the company leading domestic mobile communication business to the global expected clients and business partners. Since the public opening, not only over 18,000 audiences in 112 nations have been visiting T.um, but also the public media have been releasing news regarding the ubiquitous museum constantly. By the reasons, T.um is regarded as a successful case for public exhibition centers. The most distinguished quality of the museum is established by the Location Based Service technology in the initial construction stage. A visitor in anyplace of T.um can be detected by digital devices equipped GPS systems. The LBS system in T.um allows visitors to get the information of relevant technologies as well as the process of how to operating each content at his own spots by smart phone of which wireless network systems make it possible. This study is focusing on analyzing and defining the T.um special qualities in terms of technologies to provide the basic data for following exhibition space projects based on LBS. The special method of experiencing contents can be designed by utilizing the network system applied to T.um in the planning stage.

디지털 시대 고전시가 읽기 (On the reading method of Korean old poetry in the digital age)

  • 염은열
    • 고전문학과교육
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    • 제16호
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    • pp.65-90
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    • 2008
  • This study is on the reading method of Korean old poetry in the digital age. Now days, we are living in digital media. The method of getting, organizing, and producing information is changed a lot. So for keeping pace with this change, we should reflect our teaching method. Of course, the purpose of our reflection is not to follow digital media's method and change or alter existing reading or teaching method, but it is to identify proper own reading strategy of old poetry and adjust existing method for our student who are skilled with digital media. We propose three kinds of method for student readers in school. These are 1) starting like a newspaper reader, 2) getting context (reading, making hyperlink), and 3) figuring as an architect (reading as space or scenery creator). In addition, we think about recent tendency that Korean old poetry is de-constructed and re-constructed as digital contents in digital space. We call it digitalizing of old poetry. The experiencing old poetry as a digital contents is different from reading old poetry, so we cannot alter old poetry reading experience into experience of digital contents. In conclusion, digitalizing contents should be used restrictively to fertilize reading experience of original old poetry.

Experiencing High Loneliness Increases Evaluation of Products in Social Media Ads

  • Youjung Jun;Taehyeon Eom
    • Asia Marketing Journal
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    • 제25권4호
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    • pp.231-242
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    • 2024
  • This research investigates how loneliness affects people's preferences for products that appear in social media ads. Four studies examine the impact of loneliness that is both measured in an established scale and situationally induced via a recall task. Individuals who experience higher levels of loneliness evaluate the same products more highly when they are advertised in a social (i.e., Instagram) compared to non-social (i.e., brand website) media platform. This effect occurs because loneliness increases people's attention to others' social evaluation of a product, and social media ads provide this information via social cues such as "likes" embedded in the ads. When the social cues are absent, the advantage of advertising on social compared to non-social media for people with high (vs. low) loneliness disappears. The findings suggest that social media ads have a unique appeal for individuals experiencing loneliness and highlight the role of social cues in shaping product evaluations.

Comparative Navigation system for Experiencing 3D Digital Archives of Cultural Heritage

  • Oh, S.Y.;Yeo, W.H.
    • 한국CDE학회논문집
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    • 제12권1호
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    • pp.15-26
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    • 2007
  • We have developed a method that enables a user to better understand and enjoy the contents of 3D digital archives, thereby enhancing the user's experience. The system's interactive interface, built using virtual reality technology, enables the user to "walk through" the archives, comparing two or the same content at different points in time. For example, a user can compare the proposed design for a building with the actual building and can compare the states of restoration of a cultural heritage site over time. This ability to perform multilateral comparisons enables the user to clarify the relationship between contents, the influence of one content on another, and the causal relationship between contents. Testing of a prototype system for a 3D digital archive of cultural heritage sites showed that it worked smoothly and that the users could easily operate the navigation system.

디지털 콘텐츠 저작권 보호를 위한 CDN에서 다중서명 (Multisignature Suitable for Digital Contents Copyright Protect ion on CDN)

  • 신승수;김덕술
    • 한국컴퓨터정보학회논문지
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    • 제10권4호
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    • pp.77-85
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    • 2005
  • 디지털 저작권 보호는 저작자의 지적인 재산권과 그에 기울인 노력의 보호 측면에서 중요하며 디지털 콘텐츠 산업의 발전을 위해 매우 중요하다. 하지만 디지털 콘텐츠는 복제가 용이하고 원본과 복사본이 동일하다는 특성으로 인해 저작권의 보호와 대량 불법 복제 및 불법 유통 방지에 어려움을 겪고 있는 실정이다. CDN에서 디지털 콘텐츠 제공자들은 공동으로 저작된 디지털 콘텐츠에 대한 저작권 보호 방안이 필요하다. 본 논문에서는 공동으로 저작된 디지털 콘텐츠에 대한 저작권 보호를 위하여 부인방지 다중기법을 사용하였다. 부인방지 다중기법에 대한 효율성을 입증하였다.

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