• Title/Summary/Keyword: Real-life Space

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A Personalized Model and its Implementation of Real-Life Space for Providing Efficient Ambient Service (효율적인 엠비언트 서비스 제공을 위한 실생활 공간의 개인화 모델 및 구현)

  • Lim, Sora;Kwon, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.118-130
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    • 2013
  • With the advent of a new services environment based on high-speed mobile networks and high-performance mobile devices, users in real life require content-centric services that provide personalized information conveniently and efficiently. These services are defined as ambient services. To implement and support sustainable ambient services, there is a critical need to conduct research regarding practicable models and methodologies. This paper proposes an effective model for ambient services based on the personalization of real-life space. The model consists of Public Info-space, Universal Info-space and Private Info-space. We also show a methodology for implementing the model with currently available techniques in order to prove that the model and methodology constitute an applicable solution to developing true ambient services. Finally, a kind of role-playing game which is built on a real university campus is presented to show the model to be available, where the test bed infrastructure consists of wireless mesh networks and real-time location systems (RTLSes).

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

The Comparison of the Long-Take Technique of Cinemas and the Continuity of Architectural Space Based on Lacan's Visual-Art Theory (라깡의 시지각 예술이론에 의한 영화의 롱 테이크 기법과 건축 공간의 연속성 비교)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.81-96
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    • 2017
  • This study aims at establishing a basic theory for the combination of architecture and movies by comparing the long-take technique of movies and the continuity of space, one of space composition principles, which is important in digital architecture based on Jacques Lacan's visual-art theory and finding common features and differences of them. The following is a summary of the conclusions. First, analyzing the long-take technique on the basis of Lacan's visual-art theory found that the subject of representation is scenes of movies and that staring shows features of narrative. Second, the long-take technique can be thought as a cinematic technique which tries to realize the real order beyond the symbolic order in real life through the process of continuous replication of replication of replication of a scene in one shot. Third, in contemporary architecture, which is compared to the long-take technique in the past, the inclined space of opened gaze is similar to the method which tries to realize architectural space of the reality which belongs to the symbolic order close to the real order which belong to significant in human unconsciousness. Fourth, the freeform continuous space of closed gaze, which can be compared to contemporary long take combined with computer graphic technology, has more difficulty in realizing the real order than the long-take technique in the past and inclined, continuous space as the feature which belongs to $signifi{\acute{e}}$ in human consciousness has been strengthened through the circulation which repeats and expands along an observer's movement. Fifth, when the contemporary long-take technique and freeform continuous space expand gaze which opens from the inside to the outside, it is considered that the space which is closer to the real order than the classic long-take technique and inclined continuous space can be created.

A Comparative study of conspicuous consumption behavior upon instagram and real life (인스타그램과 현실공간에서의 과시소비행동 비교 연구)

  • Lee, Soo-Jin;Kim, Rando
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.205-220
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    • 2020
  • This study investigated whether there was a difference in off-line consumption behavior on and off-line. Online surveys were conducted on 218 people aged 20 to 59 who live in the country actively using Instagram, and the results of analysis through technical statistical analysis, logistic regression analysis, and linear regression analysis are as follows. There are some differences in the consumption items and expenditures of showing consumption behavior on Instagram and showing consumption in real space. In addition, there were different factors influencing the behavior of showing off in Instagram and the factors affecting the showing of consumption in real space. Age, education, and narcissism have an effect on show off behavior in Instagram, whereas age, materialism, and narcissism have been identified as factors influencing in real space. Whether on Instagram or in the real space, the positive emotions felt by consumers after showing off consumption had a statistically significant effect on consumer happiness. This study has significance in that it has empirically verified the difference between Instagram and actual consumption behaviors, and sought the direction of healthy consumption behaviors for consumer happiness.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A Study on Improving the Precision of Quantitative Prediction of Cold Forging Die Life Cycle Through Real Time Forging Load Measurement (실시간 성형하중 계측을 통한 냉간단조 금형수명 정량예측 정밀도 향상 연구)

  • Seo, Y.H.
    • Transactions of Materials Processing
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    • v.30 no.4
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    • pp.172-178
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    • 2021
  • The cold forging process induces material deformation in an enclosed space, generating a very high forging load. Therefore, it is mainly designed as a multi-stage process, and fatigue failure occurs in forging die due to cyclic load. Studies have been conducted previously to quantitatively predict the fatigue limit of cold forging dies, however, there was a limit to field application due to the large error range and the need for expert intervention. To solve this problem, we conducted a study on the introduction of a real-time forging load measurement technology and an automated system for quantitative prediction of die life cycle. As a result, it was possible to reduce the error range of the quantitative prediction of die life cycle to within ±7%, and it became possible to use the die life cycle calculation algorithm into an automated system.

A Study on the Characteristic of the Speculation Space of Architecture find on Tadao Ando (안도 타다오 건축에 나타난 사색 공간의 표현 특성에 관한 연구)

  • Kim, Do-Yi;Kim, Joo-Yun
    • Korean Institute of Interior Design Journal
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    • v.17 no.2
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    • pp.102-110
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    • 2008
  • Construction space of Japan suggests the factor of speculation to human and reveals tradition. The speculation can be embodied in the aspect of space and human's mental aspect is expressed as a main factor of tradition space of Japan. The purpose of this study is to research expression characteristic of speculation space, shown in the architecture of modem architect, Tadao Ando, who succeeds the concept. His works surveyed through research contain the emotion of nature and human, which are traditional factors of Japan. Moreover, it is reinterpreted by modem space, delivers its function of space and physical factor to user and grants value to activity and behavior of user residing in the space. Users recognize movement, create new meaning of space and accept physical barrier in the space. In conclusion, it can be said that the space of speculation is not a simple visual thing but a frame of visual structure, which is invented for embodiment. The factors show the Japanese architecture, real and contemplating one, which is positive in real life and allows experience. Through the conditions above, the researcher can find the meaning from the aspect that modem architecture of Japan is planned on the basis of concept of speculation.

Recent Curriculum Development in the Early Childhood Geometry in Czech Republic

  • Kuoina, Frantisek
    • Research in Mathematical Education
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    • v.2 no.1
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    • pp.163-181
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    • 1998
  • The paper deals with some aspects of early childhood geometry in the Czech Republic. Children's first geometrical experiences come from real life. In our opinion, there exist four types of geometrical experience which can be called the partition of space, the filling of space motion in space and the dimension of space. We distinguish three levels of the mathematical learning process: a spontaneous level, an operational level and a theoretical level.

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Recent Curriculum Development in the Early Childhood Geometry in Czech Republic

  • Kurina, Frantisek
    • Research in Mathematical Education
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    • v.1 no.2
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    • pp.163-181
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    • 1997
  • The paper deals with some aspects of early childhood geometry in the Czech Republic. Children's first geometrical experiences come from real life. In our opinion, there exist four types of geometrical experience which can be called the partition of space, the filling of space motion in space and the dimension of space. We distinguish three levels of the mathematical learning process: a spontaneous level, an operational level and a theoretical level.

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