• 제목/요약/키워드: Real-life Space

검색결과 239건 처리시간 0.024초

현대 건축과 회화에서 힘의 자유로운 분산에 관한 연구 - 프랭크 게리의 건축과 프란시스 베이컨의 회화에 있어 바로크적인 것을 중심으로 - (A Study on the free dispersal of the Power in Contemporary Architecture and Painting - Focused on the baroque in the Architecture of Frank O. Gehry and the Paintings of Francis Bacon -)

  • 이란표
    • 한국실내디자인학회논문집
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    • 제13권3호
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    • pp.84-92
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    • 2004
  • This study concentrates on a new idea that is formulated as a creative spatialization in contemporary architecture and painting. It is stimulated from the classical baroque, which is expressed with the conceptual instruments, 'excessive', 'decorative', 'accidential' Suggested from that, this study tries to open the actual sense area of 'the baroque' by analysing the architectural ideas of wrenching and folding by Frank O. Gehry and in the same context by elucidating the dynamic deformalising of the figures by Francis Bacon. The redefined 'new baroque' operates in the chain of the transformable and flexible images that must be recognized as 'the real' in the sense of 'the most empirical' and are vulnerable to dispersal. The typical instrument of Gehry's 'new baroque architecture' is the enclosing of the space and its folding, and Bacon, whose painting can be called as the modern baroque, takes as the expressing methods a wrenching of the figures, a relieving of the colored background against the figure and a disappearing of figures into the background. These different ideas meet in the theoretical gravitation field of the philosophy of Deleuze, in which the reconstituted baroque conception means the tension between the folds, on expansion and contraction of which the variable space is dependent, Through the general principle of 'the new baroque', a free dispersal of power, to architect and painter is offered the possibility, not only to make the real world intimate to the real life, but also to produce from there a vivid new space. Finally it brings to enjoyer and viewer the possibility, to perceive the operating power in and around oneself.

프랭크 게리의 건축에 있어 바로크적인 것 (On the Baroque in the Architecture of Frank O. Gehry-in relation to the baroque concept of Deleuze)

  • 이란표
    • 공학논문집
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    • 제6권1호
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    • pp.65-74
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    • 2004
  • 본 연구는 현대건축에서 창조적인 공간화로 요약될 수 있는 새로운 개념에 대한 해명을 목표로 한다. 고전적 바로크 개념의 기능가치를 기반으로 하여 본 연구는 현대 건축가인 프랭크 게리에 의해 시도된 주름과 비틀기 건축을 분석함으로써, '바로크적인 것'의 현재적인 의미를 드러내고자 한다. 새로이 정의된 '바로크적인 것'은 가장 경험적인 것이라는 의미에서 실재적인 것으로 인식되어야 하며 또한 분산적인 특징을 지니는 변형적이고 탄력적인 이미지들의 사슬 속에서 작용한다. 게리의 신 바로크 건축의 전형적인 도구는 공간을 에워싸고 주름잡는 것이다. 이 같은 건축이념은 들뢰즈의 철학적인 바로크 개념에 맞닿아 있다. 들뢰즈의 바로크 개념은 주름들 간의 긴장관계를 의미하는 것으로, 공간의 변화는 이러한 긴장관계의 수축과 확장에 의존해있는 것이다. 힘의 자유로운 분산이라는 신 바로크 개념의 일반원리를 통해 건축가에게는 실재세계를 현실적인 삶과 가장 밀접하게 만들 가능성이 제공되며, 향유자와 관찰자에게는 자기 내부와 자기 주위에서 작용하는 생동적인 힘을 감지할 가능성이 부여되는 것이다.

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비대면 콘텐츠 서비스를 통한 건축 모델하우스 마케팅 강화 전략 (Marketing Strengthening Strategy for Building Model House through Non-face-to-face Video Content Services)

  • 신성윤;이현창
    • 한국정보통신학회논문지
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    • 제24권10호
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    • pp.1288-1293
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    • 2020
  • 코로나 19 바이러스 감염 우려가 커지면서 부동산 시장에서도 언택트 바람이 불고 있다. 생활 방식 변화는 삶의 소비방식과 패턴의 변화를 가져오고 있다. 부동산 마케팅 시장에서도 이러한 변화는 불가피한 상황이다. 특히, 부동산 모델하우스를 이용한 마케팅은 밀폐된 공간에 많은 사람이 방문하는 밀집과 밀접한 형태의 마케팅 특성을 가지고 있다. 이러한 특성은 코로나19 예방 수칙에서 언급하는 3밀(밀폐, 밀집, 밀접) 특성을 모두 포함하고 있는 것이다. 이에 본 연구에서는 언택트(비대면) 트렌드에 맞는 모델하우스 고객 마케팅 강화와 모델하우스 고객 마케팅 과정에서 상기 3밀 특성을 회피할 수 있는 방안에 대해서 살펴보고, 구현 결과를 보인다. 이를 통해 코로나19의 3밀 회피를 통한 안전하고 확장 가능한 부동산 마케팅 전략을 제시한다.

실시간 다색광전달함수의 측정 및 응용연구 (Real-time Measurement of Polychromatic Optical Transfer Function and Its Applications)

  • Song Jong Seop;Lee Yun U;Jo Jae Heung
    • 한국광학회:학술대회논문집
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    • 한국광학회 2003년도 하계학술발표회
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    • pp.26-27
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    • 2003
  • A wide variety of devices and systems exist whose main function is to generate an image. These devices and systems are used for many different purposes and find applications in many different walks of life. We are all very familiar with some of these systems such as the photographic camera (that can produce a permanent record of a scene on sensitized sheet material) and the television set (that can receive a suitably coded electromagnetic signal broadcast through space and convert it into an image). (omitted)

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현대 건축에 있어서 신체의 의미와 디자인 적용에 관한 연구 (A Study on the Meaning and the Design Trend of the Body in Contemporary Architecture)

  • 장정제
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.3-14
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    • 2013
  • This study is aimed to specify the meaning of the body and the design trends in contemporary architecture. Architecture is based on the human life of various meaning, events, experiences, images, senses and interactions through the body. Thoughts, behaviors, and senses of human are interrelated in architectural experiences. Individuals experience the built environments and space, not through the ideas but through the senses and movements of the body. So, bodies make the real space of architecture. Contemporary architecture accepts the theory of phenomenology and places on the thoughts of Maurice Merleau-Ponty, Heidegger, Nroberg Schulz and so on. Such researches effect on the architectural trends to make design processes works on the programs in views of the expansion and the structuralization of human body. In detail, the aim of this study is to analyse the architecture as the fields of the subject with body as the center, design processes and principles changed form metaphysical thought to phenomenological discourse, and the design trends in contemporary architecture at last. In process of movements, vision centered architecture moves into the bodily experienced architecture and changed the trends from absolute form design to design of relative processes. In conclusion, architectural formation-dissolution-reconstitution of body creates the architectural thoughts such as human proportions, perspective space, ergonomics, modular, organic architecture, experience space, synesthesia, event architecture, fashion-invoked architecture, interactive surfaces, metamorphosis, and others.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

디지털 디스플레이 활용에 따른 공간 변화에 관한 연구 - 미래영화 분석을 중심으로 - (A Study on the Space Change according to the use of Digital Display - Focusing on the Analysis of Future SF Film -)

  • 임주연;이철재
    • 한국실내디자인학회논문집
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    • 제15권3호
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    • pp.83-91
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    • 2006
  • Our human society is rapidly changing into the world of advanced visual information with the development of image industry, the advent of satellite and terrestrial DMB, and the opening of Ubiquitous era. Like this, we are living in the space of overflowing media contents. Jean Baudrillad anticipated that the influential power of image would dominate our reality in 'Simulation'. Noticing the indication of our time, which is organized by various information media including the mass media, Baudrillad predicted that the 21st century would be an era of symbol and image due to the development of television, computer, and internet. This paper attempts to find the physical and conceptual peculiarities of the space change according to the use of display, by analyzing SF films, where future daily life is a major setting, under the judgement that the exploration of space change is significant. Through findings, it tries to lead the visual expansion, which recognizes display as space itself rather than object of space and changes unmoving space into moving space, and suggest the future space design by using digital space. It suggests case studies, which use digital display in the real space, as a study method and it examines the features, influences, and roles of digital display through investigating literatures and cases. In addition, it attempts to find a correlation of digital display and space by selecting films, which can give the affluent resources of analysis on the digital display among SF films. Therefore, it will come to a conclusion that space change should be dealt with in the space design.

우주손해배상법에 관한 약간의 고찰 (The compensation for damage by space accidents)

  • 김선이
    • 항공우주정책ㆍ법학회지
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    • 제22권2호
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    • pp.3-25
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    • 2007
  • In 2002 Republic of Korea successfully launched a self-made mined proportion rocket and it is expected that she will be able to have own space launching system by 2010. According to Article 14 of the Space Exploration Promotion Act, a new law should be established to impose the limit of compensation for the damage by space accident. Therefore, The Space Accident Liability Act was passed in Korean Congress on Nov. 22, 2007 and it will be enforced in six months. The purpose of this Act is to provide reparation for the damage of the third parties that a launch causes; and the Commonwealth should be insured against any possible space accidents to pay for such a damage. Here space accident means the damages to our life, body, and properties from the launching of space objects. There should be an actual loss to establish the compensation of Liability Act. Article 2 in Liability Act defines "damage" as follows: the term "damage" means loss of life, personal injury or loss of or damage to property of persons. Physical and material damages are included in the conception of damage. The meaning of a launching includes any test launch and launch for a real arrangement which will ultimately provides a wide range of compensation. Article 4 indicates that absolute liability should be imposed in compensating for damage by space accidents. Article 4 also indicates that a launching party should be absolutely liable to compensate for the damage caused by its space object on the surface of the Earth. In general, liability stands where fault is. But if the activity is ultra-hazardous and causes serious harm, the individual needs to compensate for the damage unlimitedly. Because of the many launchings for the Seattleite launching, a launching organization is obligated to the liability insurance in preparation for the space accidents. According to the Article 6 of Space Accident Liability Act, to be insured for the compensation for damage is obligatory. It says: "In accordance with Article 11 in the Space Exploration Promotion Act, the person who wants to receive an approval f3r launching needs to be insured in compensation for the possible damage by space accidents.

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SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션 (Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids)

  • 김석열;박진아
    • 한국가시화정보학회지
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    • 제15권1호
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    • pp.32-40
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    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.

LED 장치를 응용한 실시간 모션그래픽스 구현방법에 관한 연구 (Real time Motion Graphics produce study of methods that use LED device)

  • 이민영
    • 디지털산업정보학회논문지
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    • 제7권1호
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    • pp.63-74
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    • 2011
  • LED design works make user experience the conditions of time and space, and enable maximized spatial exploration and pursuit of ultimate sources. Light itself includes an ample dimension of time and, through the process of on and off, time-duration, similarity, and discontinuation is reorganized. LED design works make people experience the conditions of time and space, and enable maximized spatial exploration and pursuit of ultimate sources. LED design have been approached more from the viewpoint of material than from the viewpoint of aesthetics. LED based environmental design will be embedded deeply into our life with the technology of ubiquitous city. As the problem of the light intensity, tempo of change LED motion graphic and colors, substitutability is almost completely resolved now, LED is have more potentials than any other material as a tool of motion graphic. These result well make that using of LED is could be better useful from now on. In edition, users could be offered better beneficial lighting environment, and they will enjoy their better lives in the future.