• 제목/요약/키워드: Digital Space

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A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

디지털아트 특성에 의한 공간소통 표현방법에 관한 연구 (A study on the communication expression of space for characteristics of digital art)

  • 옥창수;신홍경
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.192-195
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    • 2003
  • Digital art brought about first in 19s6s by Laposky Ben and became a area of new art. Also, digital art gives new possibility to systematize concept and actions in whole art and to invent some media which can carry the sense experience with space. However, reason that has often cynical meaning is appearing in preconception which technology falls off humanity. Because of digital technology, space production can become dreary, so it is necessary to sensuous production that connects digital with space which contains meaning of interior space. The purpose of this study is to find out spare which can be communicated from viewpoint of interaction through spatial substitution and characteristics of various expression production which have been involved newly in digital art area.

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유비쿼터스 공간구현의 도시계획적 모색 : 디지털미디어스트리트를 사례로 (The Creation of Ubiquitous Space from an Urban Planning Perspective : The Case of Digital Media Street)

  • 변창흠;신중호;김동완;김준형
    • 한국IT서비스학회지
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    • 제2권1호
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    • pp.145-156
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    • 2003
  • This paper presents and analyzes urban planning process to be adopted to create ubiquitous space in city environment, using City of Seoul's Digital Media Street Project as a case study. The Digital Media Street will become the main pedestrian thoroughfare in the Digital Media City (DMC) in Sangam area, planned to become the world's first ubiquitous environment in full urban scale. Ubiquitous space is reinterpreted from an urban planning perspective, and a new approach to planning such a space is introduced, including strategies to couple technology, space, and human activities. Methodology, role of different actors, planning process, and institutional arrangement are examined in turn, and this yields further agenda for improvements that can be made in planning ubiquitous spaces in the future.

디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구 (A Study on Expression for Indoor Design base of Interactive using Digital Art)

  • 김재헌;김치용
    • 한국정보통신학회논문지
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    • 제13권11호
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    • pp.2473-2478
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    • 2009
  • 최근 디지털 아트는 이미지, 사운드, 시뮬레이션, 3차원 홀로그래피 등의 다양한 디지털 미디어를 활용하여 새로운 분야의 예술로 시도되고 있다. 이런 수많은 디지털 아트는 전시관이라는 제한된 장소와 제한된 기간에만 관객들과 접하고 있는 상황이다. 하지만 디지털 아트는 디지털 형태의 미디어를 이용할 수 있는 공간이면 실내외 어디든 활용 가능성이 있다. 디지털 아트를 활용하기 위하여 먼저 디지털 아트의 특징을 분석하였다. 디지털 아트의 상호작용성은 관객의 참여를 유발시킬 뿐 아니라 인간과 예술과의 의사소통을 가능하게 하며, 인간과 공간을 연결하는 연결고리 역할을 한다. 인간과 공간의 상호작용과 디지털 아트의 상호작용성에 중점을 두고 인간과 공간, 공간과 디지털 아트, 디지털 아트와 인간의 관계성을 연구하였다. 본 논문에서는 디지털 아트를 활용하여 실내공간디자인에 하기 위하여 필요한 상호작용성에 대해 분석하고, 인터렉티브 기반의 실내디자인에 관한 표현을 연구했다.

KVN을 위한 디지털 데이터 처리 시스템의 성능평가 (PERFORMANCE EVALUATION OF DIGITAL DATA PROCESSING SYSTEM FOR KOREAN VLBI NETWORK(KVN))

  • 오세진;노덕규;염재환;변도영;이창훈;정현수;제도홍
    • 천문학논총
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    • 제22권3호
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    • pp.63-73
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    • 2007
  • In this paper, we introduce the performance test results of digital data processing system for KVN (Korean VLBI Network). The digital data processing system for KVN consists of DAS (Data Acquisition System) and high-speed recorder which called Mark5B system. DAS system performs the digitalization of analog radio signal through ADS-1000 gigabit sampler with 1 Gsps/2-bit and process the digital filtering of digital signal. Mark5B system records the output data of DFB (Digital Filter Bank) with about 1 Gbps. In this paper, we carried out the preliminary evaluation experiments of the KVN digital data processing system connected between DAS system and Mark5B with VSI (VLBI Standard Interface) interface which is designed for compatible in each VLBI system. We first performed all of the KVN digital data processing system connected by VSI interface in the world. In factory inspection phase, we found that the DAS system has a memory read/write error in DSM (Digital Spectrometer) by analyzing the recorded data in Mark5B system. We confirmed that the DSM memory error has been correctly solved by comparing DSM results with Mark5B results. The effectiveness of KVN digital data processing system has been verified through the preliminary experiments such as data transmission, recording with VSI interface connection and data analysis between DSM and Mark5B system. In future work, we will perform the real astronomical observation by using the KVN 21m radio telescopes so as to verify its stability and performance.

Digital Image Simulation of Electro-Optical Camera(EOC) on KOMPSAT-1

  • Shim, Hyung-Sik;Yong, Sang-Soo;Heo, Haeng-Pal;Lee, Seung-Hoon;Oh, Kyoung-Hwan;Paik, Hong-Yul
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 1999년도 Proceedings of International Symposium on Remote Sensing
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    • pp.349-354
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    • 1999
  • Electro-Optical Camera (EOC) is the main payload of the KOMPSAT-1 satellite to perform the mission of cartography that builds up a digital map of Korean territory including a digital terrain elevation map. This paper discusses the issues of the digital image simulation of EOC for the generation of EOC simulated scene as taken by EOC at 685km altitude on orbit. For the purpose, simulation work has been performed with the sensor models of EOC and the satellite platform motions models through image chain analysis from the illumination source (Sun) to a simulated image output in digital number. MODTRAN fur radiance calculation, MTF models of optics, detector and motions of EOC for system point spread function (PSF), and signal chain equations for digital number output are described. Several noise models of EOC are also considered. The final output is the EOC simulated image in digital number. The simulation technique can be used in several phase of a spaceborne electro-optical system development project, feasibility study phase, design, manufacturing, test phases, ground image processing phases, and so on.

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아바타 기획을 위한 디지털 공간의 페르소나 (The Persona of Digital Space for Avatar Design)

  • 이동은
    • 한국게임학회 논문지
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    • 제9권4호
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    • pp.33-43
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    • 2009
  • 컴퓨터 기술 발전과 유토피아적 상상력의 교합으로 발생한 디지털 공간은 더 이상 놀이의 공간이 아닌 새로운 가치 창조의 공간으로 발전하고 있다. 이에 본 논문은 디지털 공간을 유희성이 두드러지는 디지털 게임의 공간과 소셜 네트워크 서비스가 중심이 되는 가상세계 공간으로 나누고, 각각의 공간에서 활동의 주체가 생성과 운용, 그리고 소멸시점에 따라 어떻게 페르소나를 형성하고 유지하는지를 살펴보고자 한다. 이러한 연구는 디지털 공간의 아바타를 기획하는데 지침서가 될 수 있다는 점에서 유의미하다.

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현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구 (Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design)

  • 은이선;정미렴
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

감성 인터랙션 공간디자인의 개념적 접근연구 (Conceptual Approach For Understanding Emotional Interaction Space Design)

  • 정은주;이연숙
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 추계학술발표대회 논문집
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    • pp.76-80
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    • 2005
  • Digital technology makes changes of people's behavior style and characteristic of space in which people live. Therefore, we need to adjust conceptual meaning related to digital technology properly. For deriving emotional interactive space design, we need to understand following meanings: the meaning of interaction and interaction design, the meaning of emotion and emotional design, the meaning of space, emotional design, and interaction design in digital society. Consequently emotional interactive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space.

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

  • 김지희
    • 한국의류산업학회지
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    • 제7권2호
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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.