• 제목/요약/키워드: Digital Space

검색결과 2,371건 처리시간 0.026초

게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이 (Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space)

  • 김기윤;이주환
    • 디지털콘텐츠학회 논문지
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    • 제18권8호
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    • pp.1489-1494
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    • 2017
  • 본 연구에서는 다양한 장르를 가진 디지털 게임의 영역에서도 1인칭 시점에 머물러있는 가상현실 게임 콘텐츠들의 한계에 대해 선행연구와 사례를 통해 고찰하고, 이를 바탕으로 가상공간 게임에서의 시점(1인칭, 3인칭)과 햅틱 피드백이 가져다주는 게임의 몰입감과 현존감 및 재미의 차이를 실험을 통하여 알아보았다. 실험 결과를 살펴보면 게임의 시점은 3인칭일 때보다 1인칭일 때, 햅틱 피드백이 제시될 때 몰입감과 현존감 및 재미가 증가하는 것을 알 수 있었다. 그러나 가상공간 환경과 게임 시점 간의 상호작용은 발견할 수 없었다. 이러한 결과로 가상공간 게임들은 1인칭을 시점으로 하여 햅틱 피드백을 사용하는 것이 적절하다고 할 수 있으나 게임 시점과 가상현실 환경이 무관한 점, 1인칭시점 게임보다는 3인칭이 더 인기를 끄는 점 등 을 빌어 가상공간에서의 3인칭시점 게임의 가능성을 시사한다.

치매전문병원 물리적 환경요인 분석을 통한 건축계획연구 -시.도립 치매 전문병원의 주된 3가지 평면유형 사례를 중심으로- (A Study on the architectural planning through analysis the physical Environment factor of Dementia special hospitals)

  • 김종환;김명근
    • 한국디지털건축인테리어학회논문집
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    • 제8권2호
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    • pp.73-82
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    • 2008
  • The purpose of this study is to analyze behaior character of dementia patients and physical environment problem through survey, research and interview on the problems arising from the dementia specialized facilities and according to the data from it, suggesting a plan to improve physical environment and design guideline. Three hospitals were chosen, which had both private space, public space and semi-public space, and dementia patients were chosen from them, who were able to move room to room by themselves.

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RFID와 USN을 사용한 지능형 주차관리 시스템 구축 (Intelligent Parking Management System using RFID and Sensor)

  • 서희석
    • 디지털산업정보학회논문지
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    • 제5권3호
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    • pp.1-8
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    • 2009
  • There are several ways to solve parking problem in the downtown. One of them is to manage parking efficiently, that is, to raise use-efficiency of parking place and to help in the block efficiently, it can prevent disproportion that some parking space is over capacity and the other parking one is under. It causes not only the disproportion of economic efficiency but also the congestion of local road. The precondition to manage parking efficiently is to analyse the parking characteristics. In this paper we build up total D/B by collecting every information about parking space. We developed the Parking Management System by using RFID and Sensor. The efficient Parking Management System is for convenience of drivers and efficient usage of parking space. And this system is also the basic study to be developed as the total Parking Management System by upgrading every information.

엔진 거동을 고려한 DMU(Digital Mockup)에서의 다이나믹 간격 검증 (Verification and Validation of Dynamic Clearance in Digital Mockup Using Engine Movement Roll Data)

  • 김용석;장동영
    • 한국자동차공학회논문집
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    • 제18권5호
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    • pp.56-61
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    • 2010
  • This paper presents dynamic clearance verification considering engine movement for vehicle engine room package and validates through physical vehicle test. Traditionally, static clearance guide has been used for engine room package, but it's only 2-dimension criteria that results in requiring unnecessary space and it's not possible to conduct engine movement with real driving conditions. Thus, the dynamic DMU considers engine movement based on 28 load cases that are Roll Data analyzed by CAE for maximum engine movement and visualizes part-to-part dynamic clearance into virtual space. The dynamic DMU enables to develop compact engine room package without unnecessary space. The result of comparison between simulation and physical test has 0.892 correlation coefficient.

미디어 아트의 인터랙티브 개념과 유비쿼터스 공간과의 관계성 연구 (A Study on Relationship between Interactive in Media Art and Ubiquitos Space)

  • 정재원;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.141-145
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    • 2006
  • The development of information & communication technology in 21st century along with the mass media In 20th century, the influence of state-of-art culture in our society rapidly increased in these days. This state-of-art culture makes the world becomes single-channeled by network, and there is a big change not only in human life but also in concept and understand for art and space. The development of digital paradigm and media technology is exerting a strong influence on the Ubiquitous computing environment that is being drawn great interest. The ubiquitous is concerned as expansion of media art, and the interactive art which is part of media art has the similarity with the ubiquitous computing environment. In this study, the possibility of connection between the territory of ubiquitous environment which is recently focused and has strong interrelation feature, and the territory of interacting will be examined. Furthermore, possibility of new space design work through seeking the possibility of connection between two territories will be estimated.

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반 두즈버그의 시.공간 표현형식 (An Expression Method of Space-Time in Van Doesburg's works)

  • 이광인
    • 한국디지털건축인테리어학회논문집
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    • 제9권3호
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    • pp.77-83
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    • 2009
  • Van Doesburg founded the magazine De Stijl with Mondrian in 1917. De Stijl movement was influenced by Cubist painting as well as by the mysticism and the ideas about ideal geometric forms in the neoplatonic philosophy. De Stijl proposed ultimate simplicity and abstraction by using only straight horizontal and vertical lines and rectangular forms. Furthermore, their formal vocabulary was limited to the primary colours, red, yellow, and blue, and the three primary values, black, white, and grey. The works avoided symmetry and attained aesthetic balance by the use of opposition. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements In 1924 their different concepts about space and time were split between Van Doesburg and Mondrian. Van Doesburg launched a new concept for his art, Elementarism, which was characterized by the diagonal lines and rivaled with Mondrian's Neo-Plasticism. The works of De Stijl would influence the Bauhaus style and the international style of architecture.

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가로공간에 있어서 아이덴티티 요소와 평가에 관한 연구 (A Study on the Evaluation and Identity Elements in the Street Spaces)

  • 곽동화;이정미
    • 한국디지털건축인테리어학회논문집
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    • 제9권3호
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    • pp.47-57
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    • 2009
  • The purpose of this study is to propose the design elements useful to give place identity to street space. The theory for place identity is studied and the components-Physical element, Sense, Program, Activity, Context-for identity of place is created. In the case study of SamcheongdongGil, the qualitative research method of Free Picturing Technique and Cognitive Mapping is executed and the samples gathered from the research are analyzed. In the process of analysis, the contents of qualitative evaluation by users is put in order as components for identity of place. Moreover, the design elements for street space are extracted from the case study and theories of urban design. The design elements are summarized as the followings: street pattern with high permeability, various streetscapes, greenscapes, semi public(private) spaces, the third places, public arts, transparent facades, and outdoor activities. Finally, the fruits and boundary of this study are described and the importance of place identity is.

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화면 활용과 사용자 입력을 위한 모바일 웹 사용자 인터페이스 패턴 (Mobile Web User Interface Patterns for Screen Usage and User Input)

  • 최종명;이영호;조용윤
    • 디지털산업정보학회논문지
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    • 제8권1호
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    • pp.183-190
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    • 2012
  • Mobile web applications are different from desktop web applications because of their small screen size and small user input devices. Therefore user interface designers have spent their effort and time to re-design the user interface of mobile web applications to meet these differences. In this paper, we introduce five user interface patterns for mobile web applications to reduce their effort and time. Two of them are for utilizing small screen size efficiently, and they are space overloading pattern and data filtering pattern. These patterns enable designers to reduce screen usage. The other three patterns - data suggestion pattern, input reuse pattern, and incremental data input pattern - are for helping users' data input on mobile devices. These three patterns enable users to reduce direct data input. Our work will help user interface designers develop mobile web interface to utilize screen space efficiently and get data with less errors and less efforts from users.

A Digitally Controlled Three-Phase Cycloconverter Type High Frequency AC Link Inverter Using Space Vector Modulation

  • Sha, Deshang;Qin, Zian;Wu, Dan;Liao, Xiaozhong
    • Journal of Power Electronics
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    • 제11권1호
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    • pp.28-36
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    • 2011
  • In this paper, a three phase cycloconverter type high frequency AC link inverter is discussed. The configuration consists of a high frequency full-bridge inverter and a high frequency transformer followed by a three phase cycloconverter whose switch is composed of anti-series connected MOSFETs with a common source. A simple digital control strategy based on space vector modulation (SVM) and repetitive control for the cycloconverter is proposed although its input voltage is a high frequency AC pulse. The operation principle of the proposed control strategy is analyzed and the equivalent working modes during one interval are also presented. The effectiveness of the proposed control strategy is verified through Matlab/Simulink simulations and experiments on a 1.45kW prototype.