• Title/Summary/Keyword: Media-space

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Space Syntax기반 여성의 안전한 여가활동 경로 추천앱 (Safe Route-Recommendation App. for Safe Women Leisure Activities based on the Space Syntax)

  • 임원준;박수아;박민주;이강희
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2013년도 제48차 하계학술발표논문집 21권2호
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    • pp.75-76
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    • 2013
  • 본본 논문에서는 Space Syntax 이론에 기반하여 여성의 안전한 여가활동 경로를 추천하는 어플리케이션을 제안한다. 이 어플리케이션은 접근성, 지역 간 상호관계 등을 바탕으로 한 계산을 통해 추천경로를 만든다. 이는 일반적인 네비게이션이 가지는 최단시간, 최단거리 탐색과는 차별성을 가지며, 안전을 최우선으로 한 경로를 탐색한다. 오늘날 늘어난 여가시간에 따라 사람들의 레저 활동이 많아지며, 따라서 여성의 경우도 참여율에 높아진다. 이 때 여성의 경우 안전적 문제에 있어 레저 활동 장소까지의 경로를 추천하고자 한다. 본 논문에서는 제안하는 레저활동과 여성안전에 관련한 어플리케이션은 다양한 위험요소를 염두에 두어 계산을 통해 안전한 경로를 제공하는 알고리듬으로 주관적 선택사항을 적용하여, 자기맞춤형 경로를 선택 가능하게 한다.

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언어를 매개로 한 공간디자인 교육사례 (Cases of space design education by the media of Language)

  • 임은영
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.95-96
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    • 2007
  • Language is the method for communication. Semantician, G. Leech categorized the function of language as informational, expressive, directive, aesthetic and phatic one. Therefore, language can be defined as the social symbol system and the media for communication. Space, also, performs the role of symbol, information and communication. Space can be the media for the communication and the design can be logical construction process by it's arbitrary interpretation. The researcher considered the common points between verbal language and visual language as the tools for the mutual communication, tried to transit them into the 'space' as object language after analyzing 'image of poetry' as meta language, so that the old perspective of space design as function can be renewed as information system of the significant meaning delivery in the context of language's multiplicity, expandibility and changeability.

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상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 - (A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach -)

  • 안세윤;김소연;조문가
    • 한국실내디자인학회논문집
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    • 제26권1호
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.

유동 공간의 유기체적 지가 특성 연구 (A Study on Characteristics of Organistic Perceptual in Fluid Space)

  • 박주성;이찬
    • 한국실내디자인학회논문집
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    • 제20권3호
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    • pp.143-151
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    • 2011
  • With today's new media environment throughout Ubiquitous information innovation, live and dynamic fluid space is being created by integrating organic integration between electronic space and physical space and transplanting intelligence to materials. In other words, perception occurs in fluid space itself in a new media environment so has complicatedly organic relationship with environment and humans. In addition, emotion, time and movement have actively attempted to enter the space so designs appealing to humans' emotions are made through stimulation of synaesthetic sensory organs. This can be understood in the same context that media is eventually expansion of human body. Fluid space has characteristics of a live organism with factors such as sensor, perception and behavior so it needs to interpret perceptual system relationally and synthetically through an organic study method. This study looks into characteristics of organic perceptual system in terms of the meaning that fluid space with movements have as the sensory-perceptive subject and accordingly makes the world more sufficient as the third space, prepares a possibility to get out of limited five senses, and will develop fluid space as the organic environment making stimulation by itself.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

건물 파사드 미디어아트의 공간 인터랙션 디자인에 관한 연구 - 프로젝션 매핑(Projection Mapping) 기법을 사용한 사례를 중심으로 - (Study on Space Interaction Design of Media Art in Architecture Facade - Focused on Case of Using Projection Mapping Techniques -)

  • 김은수;김개천
    • 한국실내디자인학회논문집
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    • 제23권2호
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    • pp.117-124
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    • 2014
  • As the contemporary times entered, the attention focused on the 'human's perception on a space' as much as on that a space's physical structure, so the meaning of a space became defined depending on how a person thought over and behaved in the space. As this age is the times of consilience and integration, a space accepts new technologies beyond being defined simply based on the space's structure and its shape and tries to provide different, 'strange experiences' from tho se felt by the human until now. Recently in the filed of space design, it can be seen that the spae design's connection with various technologies affects on considerable influence on the all fields of culture and arts like space marketings, media arts, exhibitions and performances as well as the buildings. Especially. the fusion of digital images and architecture is actively developed. Images possessing the moving light's attributes shine a city night and day and a building changes a city's appearance itself by adding new materials on the surface of building. It is the purpose of this study to study what new experiences the human gets and creates from his interaction with spaces based on such technological fusion. By studying some cases that used the digital media as a mediating instrument as the way presenting spatial experiences to the human, this study intended to identify what design factors were applied and to find appropriate directions for space desig in relation to what new trials can be done.

위치기반의 드로잉과 스토리텔링 연구 (Color Path : A Location Based Drawing and Storytelling Project)

  • 우숙영;박승호
    • 디자인학연구
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    • 제20권1호
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    • pp.65-78
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    • 2007
  • 핸드폰과 무선 네트워크, 위치기반 기술 등 새롭게 등장한 기술들과 커뮤니케이션 미디어는 유비쿼터스라는 신조어를 낳으며 인간 삶의 모습들을 변화시켜 가고 있다. 이러한 기술과 커뮤니케이션 미디어의 영향은 예술계에서도 예외는 아니어서 이를 활용한 뉴 미디어 예술작품들이 늘어가고 있으며, 이는 미술관과 갤러리의 벽을 넘어 도시라는 광범위한 영역을 배경으로 공공 예술로서의 성격을 띄어가고 있다. 이 중에서도 위치 기반 미디어(locative media)를 이용한 위치기반 미디어 예술(locative media art)은 그 어떤 예술보다도 도시 공간과 밀접한 관계를 가지고, 도시 공간을 재해석, 경험하게 하고, 소통을 끌어내는 다양한 시도들을 보여주고 있다. 이러한 위치기반 미디어 예술의 성격은 도시 공간에서의 질적인 문제들, 특히 장소성 상실과 소통의 부재를 해결할 수 있는 하나의 방법으로 고려되기도 한다. 따라서 본 논문에서는 부산의 광복로를 프로젝트의 대상지로 설정, 위치기반의 드로잉과 스토리텔링을 이용한 프로젝트를 제안하여, 도시 공간에서의 질적인 문제들, 그 중에서도 상업적 장소에서의 장소성 회복과 소통의 가능성을 모색해 보고자 하였다. 프로젝트는 도시의 거리를 캔버스로, 사람들의 움직임을 붓으로, 거리의 색을 팔레트로 상정하여 참여자 각각이 자신만의 path를 그리고 그 path를 공유함으로써 사람들이 그와 관련한 이야기를 다른 사람과 나눌 수 있게 하며, 이러한 과정을 통해 만들어진 path는 온, 오프라인을 공유, 도시에 관한 보다 풍부한 이야기를 생성, 소통함을 기대할 수 있다.

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서비스 공간에서의 유비쿼터스 상거래 비즈니스 모델 분석 및 사례연구 (U-Commerce in Service Space : Business Model Analysis and Case Study)

  • 이현석;이경전
    • 지능정보연구
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    • 제14권2호
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    • pp.45-61
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    • 2008
  • 기존의 유비쿼터스 상거래에 대한 연구는, 대부분이 상품을 판매하는 매장 공간을 배경으로 하는 연구인 반면, 서비스 공간에서의 유비쿼터스 상거래에 대한 연구는 드물게 이루어져왔다. 본 논문은 서비스 공간에서의 유비쿼터스상거래 사례(맥도날드의 터치오더 서비스)를 분석하고, 현실 사례의 한계를 극복하는 방법으로서, 서비스 공간에서 새로운 가치창출을 할 수 있는 유비쿼터스 상거래 비즈니스 모델인 Media Embedded Place 비즈니스 모델을 소개하였다. Media Embedded Place 비즈니스 모델은 비교적 이동성이 없는 테이블이나 게시판과 같은 사물에 태그를 부착하여 서비스를 제공하거나 상거래를 발생시키고 그 대가로 공간을 제공한 사업자가 인센티브를 취하는 비즈니스 모델을 일컫는데, 이 모델을 위한 시나리오와 애플리케이션들을 분석하고, Tag-Evaluation 모델을 이용한 수익성 분석 사례를 설명하였다.

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감지추구자적매체습관(感知追求者的媒体习惯) (Media Habits of Sensation Seekers)

  • Blakeney, Alisha;Findley, Casey;Self, Donald R.;Ingram, Rhea;Garrett, Tony
    • 마케팅과학연구
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    • 제20권2호
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    • pp.179-187
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    • 2010
  • 对营销和广告经理来说, 理解消费者的偏好和使用的媒体类型是非常有必要的, 尤其是在如今市场细分的情况下. 清晰的理解能帮助经理更有效的选择合适的媒体. 而且由于性格特征的不同, 个人对媒体类型的选择和使用都不相同. 本文测试了一个性格特征, 即感知追求. 这是在测试 "新" 媒体偏好和使用的文献中尚未出现的. 感知追求是被定义为 "一种对变化, 新颖和复杂的感觉的需要和经历. 以及为承担这些经历愿意承受生理的和社会的风险" (Zuckerman 1979). 根据文献回顾, 我们提出了6个假设. 我们尤其关注使用与满足理论(Katz 1959), 这个理论解释了为什么人们选择媒体类型和他们使用不同媒体类型的动机的原因. 目前的理论表明高感知追求者(HSS), 由于他们对新颖, 激励和非传统的内容和想象的需要, 他们会更多的使用新媒体. 因此, 我们假设高感知追求者比低感知追求者(LSS)(H2a)或中等感知追求者(MSS)(H2b)会更多的使用网络而不是广播(H1a)或印刷媒体(H1b). 另外, 高感知追求者有更多的社交活动及朋友, 因此他们会比低感知追求者(a) 和中等感知追求者(b)更多的使用社交网络网页例如Facebook/MySpace(H3) 以及聊天室(H4). 感知追求者可以显示出一系列的行为包括抑制解除. 我们认为具有高水平去抑制的人们比低水平或中等水平的人们会更多的使用社交网络如Facebook/MySpace (H5) 和聊天室(H6). 我们的数据来源于对参加极限运动的参与者的网上调查. 为得到这个群组的信息, 我们使用雪球样本技术的提高版, 即连锁推荐方法来选择应答者. 这种方法被认为是对隐藏人群进行有效估算的方法(Heckathorn, 1997). 最终的有效样本包括1108名应答者. 主要是年轻人(56.36%在34岁以下), 男性(86.1%)和中产阶级(58.7%的家庭收入超过50,000美元). 我们用这个样本来进行感知追求的研究. 我们用简要感知追求量表来测试感知追求(Hoyle et al. 2007). 我们用自我报告使用过的不同媒体类型来测量媒体使用. 结果并不支持H1a和b. 高感知追求者并没有更多的使用网络这样的媒体. 事实上, 同其他的媒体类型相比, 这个平均水平是较低的. 高感知追求者使用最多的媒体类型时印刷媒体, 这说明了一种对主流的反抗. 结果支持H2a和b. 高感知追求者比低感知或中等感知追求者更多的使用网络. 进一步的分析揭示了在高感知和低感知追求者之间在使用印刷媒体方面有显著不同. 高感知追求者在他们感兴趣的极限运动方面会追求更专业的印刷出版物. 假设3a和b 揭示了高感知追求者比低感知或中等感知追求者更多的使用Facebook/MySpace. 在使用聊天室方面低感知和高感知追求者之间没有显著差距. 所以结果也不支持假设H4a, 但是H4b的结果是显著的. 不同抑制解除水平的应答者被认为使用Facebook/MySpace 和聊天室的水平也不同. 去抑制水平高比低水平或中等水平的使用Facebook/MySpace的水平高. 所以H5a和b 被支持. 类似的, H6b也被支持. 去抑制水平高的人们使用聊天室的概率显著多于中等水平的但并不多于低水平的人们(H6a). 这些结果为管理者提供了一些有趣的见解. 第一, 尽管高感知追求者比低感知或中等感知追求者更多的使用在线媒体, 但他们使用在线媒体仍然少于印刷或广播媒体. 广告执行者们不应该对这个重要的客户群过分的强调在线媒体. 第二, 社交媒体, 例如Facebook/MySpace和聊天室会是接近这个群体的有潜力的方法. 最后, 对去抑制水平高的群体, 有公共关系方面的启示. 这些个体更倾向于一些社会风险的行为. 这些直接的启示包括因特网捕食者和未来的雇主. 本研究的一个不足是受访者都是参与极限运动的. 这本身就是一个高感知追求者活动. 更大范围的人群需要被测试.

이케아 카탈로그에 나타난 공간표현 특성에 관한 연구 - 1950년부터 2015년까지 이케아에서 발간된 카탈로그를 중심으로 - (A Study on the Characteristics of Spatial Expression on Catalogs - Focused on the Catalogs published from IKEA since 1950 to 2015 -)

  • 김재성;이원재
    • 한국실내디자인학회논문집
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    • 제24권4호
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    • pp.61-69
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    • 2015
  • The purpose of study is not only analyzes the space images expressed with mass-produced furniture of the time and economy throughout the cover pages of IKEA published catalogs since 1951 to 2015 but also is set to deduct the characteristics of spatial expression regarding the usage of digital media applied catalogs which is to be published along with the 2015 catalog. Thus, throughout research of basic literature such as domestic and foreign academic material, books, and websites, the theoretical consideration of the meaning of IKEA's pursuit of selling manufactured furnitures is foregone. Based on the above, Analyze and organize periodically applied interior space in accordance with context characteristic by understanding the attribute of catalogue from expansion of media space applied new digital media. The importance of research on IKEA is not only the quality of products designed by them, but emotional aspect that deeply penetrate customer's actual daily life. Implication of digital media message to advertisement is a important role in society that shares digitalized information. IKEA's innovative attempt of connection to new world using traditional method of marketing expression and smart device may help people better understand space.