• Title/Summary/Keyword: Hypertext-space

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A Study on the Hypertext-space based on the Rhizome characteristic (리좀 특성이 반영된 하이퍼텍스트스페이스에 관한 연구)

  • Ahn, Hyun-Jeong
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.63-73
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    • 2011
  • In the middle of that a information form is being formlessly changed to diverse deirections, a design and a space as physical consequence show not only a allegory but mutually relational charicteristic meaning a nonboundary and nonlinear form by development of modem digital culture. Following development of the modern digital culture, a design and space which are physical results, show a point of correlative specificity, allegory, nonlinear and nonboundary, Not only a design and culture but also various circles handle a hypertext as a representative pivot in this change. this has same contexts as rhizome possessing a asignifiante and nomadic characteristic said by Felix Guattari and Gilles Deleuze. An ideal of rhizome space shows historical decisions, unexpected accidents, a concepts, an individual. a group, social compositions above an contrifugal exterior force, This study examines into surroundings designed by a hypertext and rhizome through a case accordingly and infers an ultramodern characteristic in conventional precognition with synthesizing a peculiarity of the digital generation space.

A Study on the Hypertext Characteristics of Contemporary Architecture space (현대건축공간에 나타난 하이퍼텍스트의 특성에 관한 연구)

  • Lee, Sun-Mi;Shim, Eun-Ju
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.128-133
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    • 2007
  • Modern society changes so fast that it makes the borderlines obscure among all the elements in physical environments as well as culture and economy through rapid flows of Network or new media. Also these flows of changes appears and collides everywhere at the same time, which continuously generates heterogeneous environmental factors. For this reason, architecture is required to correspond with circumstances of the day, but it doesn't keep up with the speed of social changes actually because it features physically fixed construction. This research offers new direction and possibilities of architecture space elements using pluralistic and do-centering attributes of hypertext as a counterplan, and finds out how architecture space should correspond with the moving environment of modern society.

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Experimental development of hypertext-based thesaurus (하이퍼텍스트 기반 디소러스의 실험적 설계와 운용)

  • 노진구
    • Journal of Korean Library and Information Science Society
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    • v.22
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    • pp.373-401
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    • 1995
  • This study aims to improve subject retrieval by constructing the hypertext-based thesaurus to provide a browsing interface to a thesaurus. The experimental system used IBM 486 DXII as a hardware, C++ language as a programming language and Hangul Window 3.1 version as a user interface. The results of this study are summarized as follows : (1) The experimental hypertext-based thesaurus can be used as an efficient search aid for query formulation for the retrieval of bibliographic information. (2) The initial access to the hypertext-based thesaurus is via a keyword index. This index is consist of all the words used to form thesaurus terms, whether descriptors or nondescriptors. (3) Hypertext-based thesaurus allow bookmark button and history button to alleviating the problem of disorientation. (4) This system allow an end-user to view a rich variety of inter-term relationships and a complete conceptus of associations through the information space in a nonsequential manner.

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Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

A Connection of Information in the Ubiquitous Space (유비쿼터스 공간에서의 정보 연결)

  • Ko Sung-Bum
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.1-15
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    • 2004
  • The current Internet space is evolving to the so called Ubiquitous space. Unlike the Internet space, the information in the Ubiquitous space is distributed evenly in the places like computer's memory, human's brain and physical machine. The 'hypertext', the connection model of the information, which is originally designed for the Internet space doesn't suit well to the Ubiquitous space. From this point of view, we proposed the CPM model in this paper. The CPM model is designed for comprising the such three computing mechanism as analog computing, digital computing and human computing. In this paper, we showed that the characteristics of the CPM model might answer the such purpose as the connection of information in the Ubiquitous space.

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A Study on the Transition of Spatial Structure in Libraries with Special Reference to Rhizome and Hypertext (리좀과 하이퍼텍스트 관점에서 본 도서관 공간구조의 이해)

  • Choi, Yoon-Kyung;Kim, Min-Jung
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.111-119
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    • 2006
  • The spatial property of contemporary library is now rapidly changing through the spatial expansion of knowledge and information, the reduction of information storing facility, the variation of approaching methods by digital shift and the transition of social recognition as a cultural facility. Also the spatial characteristics with referring characters have developed such as, decentralization, de-construction, de-boundary, individual space, erasing of boundary, flow of space which extends infinitely. The main process of library origination, the systematic classification, and the storage system concluding with the demand and value of the information by changing social demands and the role of the widest ranged facility. And 5 themes, such as, hierarchy, center, storage, boundary, and symbol, as a changed spatial concept and analyzed in the case of library plans and libraries which are actually built. The significant purpose of this research is to propose that rhizomatous intellectuality and hypertext could be a theoretical background of the contemporary architecture and could be a viewpoint of the transition of spatial structure in libraries. A future library should have spatial property embracing various social changes and needs and for this respect, it is necessary to approach and analyze through the architectural explication from diverging points of view.

A Study on the Trend Analysis on the Hypertext Representation of the Museum Space (전시공간의 하이퍼텍스트적 표현 경향 분석에 관한 연구)

  • Kim, Ji-In;Yoon, Gab-Geun
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.64-71
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    • 2009
  • The modern society is rapidly changing through the development of computer network technology. By generation a collapse of boundaries between may important social institutions, computer networking has affected culture, economy and the physical environment. Because of this, people face a switchover from a simple society, to a compound society. It will also increase the diversity if society's demand, though, and experience. This change is not an exception in the exhibition space. People are more interested in civilized pastimes and also demand diverse thinking. So as a necessary consequence, the function of museum space Is offended and that there are various attempt to increase information and demand of that space. The purpose of this study is try to find a solution a countermeasure of modern society's mobile situation. Researchers analyzed structural qualities of Hyper-text; non-boundary, interaction and nonlinear and deduce nine kinds of methods to apply in space. Also, Researchers looked at the examples in museum space and derived like this expression way; dynamics, mobility, a non-materiality, continuity, complexity from analysis of expression way.

Hybrid Urbanscapes of PC Bangs and Their Socio-Spatial Effects on Human Bodies (피시방의 혼성적 도시경관과 인간 육체에 대한 사회-공간적 영향)

  • Lee, Hee-Sang
    • Journal of the Korean Geographical Society
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    • v.42 no.5
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    • pp.710-727
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    • 2007
  • This paper suggests an inquiry into the characteristics and implications of urbanscapes produced by Internet cafes, widely called PC Bangs in Korea, and their effects on the motions and boundaries of human bodies as cyborgs which exist in between actual and virtual spaces or between human and machine spaces in PC Bangs. The paper, which is organised into two main sections, first investigates the streetscapes of PC Bangs as electronic architectural spaces and suggests the urban electronic space of PC Bangs in terms of hypertext space. Then, it looks at the effects of PC Bangs on human bodies which exist as human-machine hybrids or cyborgs in PC Bangs. The paradoxical socio-spatial characteristics of PC Bangs as third, liminal or hybrid spaces between actual and virtual spaces or between human and machine spaces can be explained as follows. Firstly, there appear both nomadic and sedentary landscapes in that people in PC Bangs move in virtual spaces on the one hand, and are static in actual spaces on the other hand. Secondly, both open and closed spaces are shaped in that although PC Bangs act as open or public electronic spaces, they involve invisible social boundaries, forming the gendered space of masculinism. Thirdly, the boundaries of the human body are extended and are shrunk at the same time in that while the sensory boundaries of the body in PC Bangs are extended through electronic networks, its social boundaries are shrunk through the imaginary space of solipsism. Thus and finally, PC Bangs can be characterised not only as social spaces entailing embodied and gendered landscapes, but also as non-places involving the cyborg landscapes of human-machine connections.

A Study on the influence of nature on digital architecture (자연적 요소가 디지털 건축에 미친 영향에 관한 연구)

  • Yoon, Jae-Eun;Kim, Joo-Hee
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.131-138
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    • 2006
  • Contemporary society is lately going through various changes in social, economic, and cultural aspects due to rapid growth of information and computer technology. The digital revolution generated from the development of network reflects the decentralizing characteristic that connects local and personal interconnections. The following paper is designed to develop a basic understanding of digital architecture and show that digital virtual reality is not accidental phenomenon but it is actually evolved from nature and recreated in cyber space. The relationship between nature and digital architecture will be explained through the background research of how digital architecture was born and how it has been transformed. Also, it is designed to find out modern trends of digital architecture through diagrams and virtual space of hyper architecture and follow up the new phenomena appearing in the field of architecture. It is said that digital architecture is a new trend of architecture created from computer bit but all architecture that has form and shape cannot be independent of nature. Nature is the root of everything and even mechanical abstraction such as 'digital' can find its form in the immanence melted in the pure essence of nature. The research found that the nature approach of digital architecture also needs no more than 5 sequential references to find its genuine sketch as the hypertext theory shows we need only 5 sequential references to prove we are all related. Additionally, the cyber space that is become a general living space and a indispensable factor of digital architecture is a space that has obscurity and more open culture. It represents the characteristics of contemporaries in various aspects of society.