• 제목/요약/키워드: Digital Space

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영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로 (A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot)

  • 유우현;정원식
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

시각구조분석을 통한 벽의 구성과 특성에 관한 연구 -회화위주 전시공간을 대상으로- (A Study on The Composition and Characteristics of WaIls through Visual Configuration Analyses - Focusing on the Exhibition Space for Paintings -)

  • 이종숙;박종원
    • 한국디지털건축인테리어학회논문집
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    • 제8권2호
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    • pp.57-64
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    • 2008
  • The walls of art museums become the background of exhibits, and they form a unit space depending on the of each exhibit. In addition, the walls are configured and presented depending on the rhythm of space, or the structure of an axis. In this study, according to the axis composed for each unit space, the presentation methods of walls were classified as follows: The central type, the skewed type, the crossed type, the one-side corridor type, and the two-way corridor type. By analyzing visual configurations formed by the arrangement of each unit space, the value and the hierarchy of walls are discussed To analyze the classified types with the physical change of unit space, the factors of visual integration, connectivity, depth, and visual axis are compared, and various configurations of walls and space change are applied.

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노인을 위한 지능형 공간환경 연구 - 주거공간의 디지털 시스템화를 위한 노인요구 조사를 중심으로 - (A Study on Intelligent Space Design Supporting the Elderly - Focused on the Needs of the Aged on Digital Systems in Residential Space -)

  • 오찬옥
    • 한국실내디자인학회논문집
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    • 제17권5호
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    • pp.61-71
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    • 2008
  • The study alms to seek a plan of applying the digital technology to housing for the elderly. The purpose of the study was to grasp the needs of the aged on 30 types of digital systems in housing. The subjects were 120 persons aged of more than 60 years and lived in Busan. Data were collected by the individual interview. The following results were drawn from this study. First, the needs of the aged on the digital systems categorized as safe and security, control of indoor environment, and housework support were very high and should be provided at first. Second, the necessary types of digital systems which should be provided to the digital home for the elderly were digital systems for heating control, health checking, sensing of fire and gas leak, and house cleaning. Also, the basic types of digital systems were ones for invasion and burglarproof, emergency, air cleaning, automatic facet, door locking, and waste collecting. Third, the Income and usage level of digital equipment of the aged influenced to the floods of the aged on the digital system. Therefore, in addition to the necessary and basic types of digital systems mentioned above, the income and usage level of digital equipment should be considered in planning the digital home for the elderly.

메타버스를 통한 디지털 스토리텔링에 대한 기독교교육적 연구 (A Study on the Implications of Christian Education on Digital Storytelling in the Metaverse)

  • 신현호
    • 기독교교육논총
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    • 제70권
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    • pp.267-302
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    • 2022
  • 코로나 팬데믹으로 인해 사회 각 영역에서 가속화되고 있는 디지털 전환은 기독교교육의 실천에도 지대한 영향을 미치고 있다. 디지털 전환을 대표적으로 보여주는 것은 메타버스(metaverse)로 명명되는 디지털 세계의 출현이다. 본 연구는 메타버스를 기독교교육이 실천될 수 있는 신앙교육의 확장된 공간으로 이해하고, 구체적인 방법으로서 디지털 스토리텔링 접근을 탐색한다. 디지털 스토리텔링이 메타버스 공간에서 실천될 때 참여자들은 자신의 이야기를 성찰하며 그것을 디지털화된 시청각 재료로 함께 하나의 디지털 스토리를 구성하고 공유함으로써 이야기의 의미를 발견하고 변화를 경험하도록 안내하는 실천의 가능성을 갖는다. 이러한 디지털 스토리텔링은 상호작용성, 주도성, 시청각성, 사회성, 개방성의 특징을 지니며, 이것이 기독교교육 방법으로 활용되기 위해서는 재개념화가 요청된다. 이를 위해 이야기 연결하기를 통한 자유와 소명의 발견과 열정적인 경청의 공동체 형성을 강조했던 앤 윔벌리의 방법론을 고찰한다. 또한, 디지털 스토리텔링을 신앙형성의 한 방식으로 이해하며 권위와 진정성 있는 신앙, 그리고 주도성을 중심으로 디지털 공간을 기독교교육의 장으로 해석한 메리 헤스의 접근을 고찰한다. 이를 통해 메타버스에서 기독교교육이 변화와 소명 형성을 위한 기독교교육의 장으로서, 상호적 디지털 공간에서 하나님의 은총에 대한 인간의 적극적 응답이 실천되는 공간이 되어야 함을 주장한다. 이는 참여자가 메타버스라는 디지털 공간 속에서 하나님의 주도성에 응답하며 놀이와 만들기의 형태로 실천되는 체현적, 관계적인 교육에 참여하는 것을 의미한다. 본 연구는 메타버스를 통한 디지털 스토리텔링이 신앙형성의 한 과정이 되기 위해서 확장된 세계 속 하나님 나라의 이야기에 참여하는 참여자의 이야기로 연결하고, 환대와 경청을 통해 상호적인 공간을 지향하며, 몰입적 참여와 전인적 성찰을 증진하는 실천이 되어야 할 것을 주장한다.

현대 공간의 비(非)물질화 경향과 초표피(超表皮) 건축에 관한 연구 (The Study on the Relativism in the De-materialization and the Hyper-surface Architecture)

  • 김선영
    • 한국실내디자인학회논문집
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    • 제34호
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    • pp.3-9
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    • 2002
  • Entering into the 21st century, digital culture and the innovation of media technology have drastically changed our understanding of the concept of space. Increased availability of information made possible by technological advancement has, directly or indirectly, contributed to the development of space design, which, in turn, offers a possibility for a new paradigm in space design. Given these fundamental changes, this study seeks to explore how to understand the expansion of the concept of space. In order to answer this question, this study investigates de-materialization tendency in modern architectural design such as transparency, anti-gravity, complexity and simultaneity of space. It examines the interaction-oriented nature of space among human, information and time. Finally, based on concepts such as new hyper-surface, which transcend the limitations of space and time, it explores new emerging trends in space design.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • 한국컴퓨터정보학회논문지
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    • 제21권3호
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

통도사에 나타난 수공간의 의도성에 관한 연구 (A study on particular intention with water space of Tong-do temple)

  • 조남두;김수영
    • 한국디지털건축인테리어학회논문집
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    • 제3권2호
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    • pp.8-13
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    • 2003
  • The purpose of this study was to analyze the Site layout of Buddhist Architicture by water space of landscape architecture. As a result, the following fact is identified; We knew that land scape of Buddhist Architecture is intentional device. Example from the Tong-do Temple, it leads cleary the intention of water-space. The case of Tong-do Temple, water space is divided into Yeon-ji(lotus pond) and the Yeong-gi(shadow pond) and Gye-ryu(mountain stream). The viewing intention of Gu-Ryong-ji where Yong-ji the construction intention characteristic is positive it was intended there is a possibility of knowing. From the research which it sees it is limited in case of the Tong-do Temple tries to search a concrete instance. but on this outside many multiple architectural space uses water space and It creates the space where it leads the harmony of architecture and intention it was plentifully included.

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공간분석을 위한 정량적 분석 모델에 관한 연구 - 이미지 영상처리와 설문조사 데이터의 다중 회귀분석을 중심으로 - (A Study on Quantitative Analysis Model for Space Analysis - Focused on a Digital Image Processing and Multiple Regression Analysis of Recognition Amount -)

  • 이혁준
    • 한국실내디자인학회논문집
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    • 제14권2호
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    • pp.217-224
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    • 2005
  • The lack of objective decisive criteria and the absence of analyzing tools accrued from the experiments on various types developed from space design process makes it difficult to select and execute alternatives for them. As an attempt of coping with these problems, the aims of this study is to establish space analysis' models and to propose possibility of analyzing models by utilizing the technology of image process. It is now under study in the field of artificial intelligence based on the accomplishment of digital images. This study focused on establishment an analysis model based on accomplished digital images and image processing framework. It helps utilize various processing technologies that are currently in use of image processes, and problems of the study can be supplemented through further follow-up studies. Finally, analysis model can be constructed gradually huge design data in the analogue data to the digital image database and be proposed with index in design or evaluation step.

공간 모델링에 있어서 디지털 디자인 프로세스의 최적화 방안 연구 (A Study on optimal Digital design Process of spatial Form Modeling)

  • 안윤;류호창
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.54-57
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    • 2006
  • The digital modeling process is visualization of designer's specific intension in digital virtual space by constructing computer and information system that fits the designer's intension and morphological characteristic of the space that to be modeled. Digital Modeling Process has been brought to attention for it's design efficiency and potentialities as new creative tool. The effect of DMP, in spacial design process has been grown from simply providing a ways to visualize designer's idea toward utilizing modeling data for real construction which includes architectural and constructional material. The purpose of this study is to find optimal methodological answers to spatial design process that is improved and specialized due to rapid improvement of digital media.

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들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구 (A Study of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought)

  • 강훈
    • 한국디지털건축인테리어학회논문집
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    • 제9권1호
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    • pp.61-69
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    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

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