• Title/Summary/Keyword: Interactive Space

Search Result 399, Processing Time 0.029 seconds

A Study on Application of the Emotion Design to Office Space in 21st (21세기 업무공간의 감성디자인 적용에 관한 연구)

  • Han, Jee-Youn;Shin, Hong-Kyung
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.2 s.61
    • /
    • pp.139-146
    • /
    • 2007
  • This study is tended to analyze the characteristics of the emotional office environment so that digital technologies may adapt to the rapidly progressing social structure in a flexible way, investigate the interior composition of the changing office space and the element and direction of design and then present the indoor environment appropriate to it with the desirable alternative to the emotional office. The recognition of emotionality becomes so important that it is called 'emotional society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on office. Emotional design is understanded from a interactive point of view, human and interior-space. The important factors of this study are light, color, immateriality and fun sensitivity The purpose of this study is to examine the emotional design by analysis of multifarious spaces. Office space Is designed emotional and experienced in the future.

Design and Control of Grid-connected Photovoltaic system using the state space Modeling (상태공간 모델링을 이용한 계통연계 태양광발전시스템의 설계 및 제어)

  • Hwang, In-Ho;Kim, Si-Kyeong;Seong, Se-Jin
    • Proceedings of the KIEE Conference
    • /
    • 1996.07a
    • /
    • pp.431-433
    • /
    • 1996
  • It is expected that utility interactive small scale dispersed PV system will be widely diffused in the future. This paper discussed the design and control method of single phase PV inverter system with compensation capability of reactive power including harmonic distortion, based on state space modelling. As the results, compensation effects were suggested by simulation and experiment.

  • PDF

A Study on the Expressive Characteristics of Jerde Partnership's shopping mall space - Focused on Emotional Design - (저드 파트너십의 쇼핑몰 공간에 나타난 디자인적 특성에 관한 연구 - 감성디자인적 표현특성을 중심으로 -)

  • Chang In-Kyung;Kim Moon-Duck;Song Choon-Eui
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.6 s.53
    • /
    • pp.86-94
    • /
    • 2005
  • The recognition of emotionality becomes so important that it is called' emotional consumption society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on commercial place. Emotional design is understanded from a Interactive point of view, human and interior-space. The purpose of this study is to examine the emotional design by analysis of multiple-commercial-functioned shopping places. Specially, the most recently remarkale Jerde partnership's shopping space in Japan. Jerde partnership' project theme is creative experience by making place and experience design. Though, they weren't claim to stand for emotional design, but presented an emotional element in the shopping mall works.

Interactive Live Motion Authoring Tool : Motion Space Prime (인터렉티브 라이브모션 저작도구 Motion Space Prime)

  • 박승규;이황기;진성아
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2003.05a
    • /
    • pp.107-110
    • /
    • 2003
  • As the animation prevails through the public recently, animation fields editing and creating greatly have attention and get into the spotlight. Nevertheless, such solutions in LINUX environment tend to be worse than those in Windows. In this paper, we propose Motion Space Prime in LINUX, which is capable of creating stop motion animation easily such as clay animation. Users can interactively edit motions captured by a digital camcorder.

  • PDF

An Study on the Characteristic of Common Space In New York City Public School - Focused on Mitchell/Giurgola Architects' Projects - (뉴욕시 공립학교에 나타난 공용공간의 특성에 관한 연구 -미첼/지아골라 건축사무소 계획안들을 중심으로-)

  • Kim, Pil-Soo;Jeon, You-Chang
    • Journal of the Korean Institute of Educational Facilities
    • /
    • v.18 no.3
    • /
    • pp.43-51
    • /
    • 2011
  • The purpose of this study is to analyze the characteristic of common space of public schools in New York City and how the common space can perform a decisive role in enriching public space not as simply connecting between programs but as common space for a wide range of uses for communities as well as students. This study illustrates with a general design guideline of SCA(School of Construction Authority) and how the rules help the common space as an interactive link between community and site/site and school building/building and outdoor space/outdoor space and lobby in the urban context. Since its founding in New York City, 1958, Mitchell/Giurgola Architects office has dedicated itself to working with institutions and public and private schools for 50 years and has been working with SCA for 10 public schools since 1990. Through five school examples by Mitchell Giurgola architects, the study describes how the office suggests public "place" interweaving inner public space and outer public space through lobbies. A result of this research can be proposed what improvements should be made on common space in domestic schools by analyzing of positive aspects of SCA schools.

  • PDF

Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.297-320
    • /
    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
    • /
    • v.14 no.1
    • /
    • pp.47-61
    • /
    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
    • /
    • v.11 no.1
    • /
    • pp.99-104
    • /
    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

  • PDF

VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.8
    • /
    • pp.991-1001
    • /
    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.