• 제목/요약/키워드: Space&Environment as Media

검색결과 206건 처리시간 0.023초

열린학습공간으로서의 미디어 센타의 새로운 역할 (A New Role of Media Center for Open Education)

  • 주영주
    • 교육시설
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    • 제1권2호
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    • pp.21-31
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    • 1994
  • Open education has been established for 10 years in Korea. In spite of relatively long history of open education, there are only two schools which have well structured open space to support open education. Development of open curriculm and open space is a vital elements for the success of open education. This study aims at introducing the concept and development of open space and analyze the role of media center to improve open education. Especially emphasis is placed on how the open space should be organized for the effective open education. The open space should include 4 areas such as instructional area, production area, storage area and teachers' area. There are, however, no standardized format for the open space and education. Open space should be flexibly restructured to adapt to rapidly changing educational environment.

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비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 - (A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement -)

  • 임장훈
    • Journal of Information Technology Applications and Management
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    • 제28권3호
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

텍스트 마이닝을 활용한 '학교 공간 혁신' 정책 키워드 분석 - 뉴스 기사를 중심으로 - (An Analysis of Keywords on 'School Space Innovation' Policies using Text Mining - Focused on News Articles -)

  • 이동국
    • 교육녹색환경연구
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    • 제19권2호
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    • pp.11-20
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    • 2020
  • 본 연구의 목적은 텍스트 마이닝을 활용하여 한국의 주요 언론 매체를 통해 드러난 학교 공간 혁신 정책의 실행과 관련 이슈를 알아보는 것이다. 이러한 목적을 달성하기 위하여 언론에서 발행한 학교 공간 혁신 관련 기사 총 519개를 수집하여 빈도 분석과 네트워크 분석을 하였다. 연구 결과를 기반으로 학교 공간 혁신의 특징을 다음과 같이 요약할 수 있다. 첫째, 학교 공간 혁신은 미래교육에 대한 대응으로 추진되고 있다. 둘째, 사용자가 학교 공간 혁신의 주체로 참여한다. 셋째, 전문가는 협력 체제를 갖추어 학교 공간 혁신을 지원하고 있다. 넷째, 학교 공간 혁신에 지역사회를 적극적으로 참여시키고 있다. 다섯째, 교육부와 교육청의 주요 사업으로, 상향식과 하향식이 조화를 이루어 진행되고 있다. 본 연구 결과는 학교 공간 혁신 정책의 주요 이슈를 이해하고, 차후 연구와 실천에 시사점을 제공할 수 있을 것이다.

학교건축의 복도(複道) 계획에 관한 연구 (A Study on the Architectural Design of Student Circulation Space)

  • 이화룡
    • 교육녹색환경연구
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    • 제3권1호
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    • pp.24-34
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    • 2003
  • The architectural design of student circulation space has a pronounced influence on the educational function of a school building. Recent curriculum and new teaching methods have required the sufficient space provided for circulation and various circulation spaces in a school building, such as elevator, pilotis, bridge, atrium, deck, lobby and locker room. However excessive circulation space is wasteful form the standpoint of both initial investment and operation. This study aims to investigate new circulation patterns and functions, and to propose the adequate size in planning a school corridor. For this purpose, it explores the recent trends of the corridor planning represented in the excellent school facilities in 2002. and analyzes the newly-added functions In the school corridor : architectural in-between space, dwelling space for ordinary activities, space for educational media and auxiliary learning space. This research recommends that the corridor width be carefully planned according to the supposed functions in order to achieve the efficiency in the design of school facilities.

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스마트폰의 이용형태와 이용환경이 갖는 사회문화적 함의 고찰 : 미디어생태학적 관점을 중심으로 (Inquiry on the Socio-cultural Meaning of the Using Form and Environment of Smart Phone : Focused on the Viewpoint of Media-ecology Studies)

  • 하성보;강승묵
    • 한국콘텐츠학회논문지
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    • 제11권7호
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    • pp.89-99
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    • 2011
  • 본 연구는 스마트폰과 스마트폰 애플리케이션의 이용형태와 이용환경이 갖는 사회문화적인 함의를 미디어생태학적 관점에서 살펴보고자 했으며, 이를 위해 스마트폰 애플리케이션 마켓인 T-store의 애플리케이션을 유형화하고 스마트폰 이용자를 대상으로 심층인터뷰를 실시하였다. 연구결과에 의하면, 스마트폰 애플리케이션은 이코노미 서비스, 엔터테인먼트, 인포메이션, 커뮤니케이션의 네 가지로 유형화할 수 있었고, 스마트폰 이용자들은 피처폰에 비해 스마트폰을 더욱 개인화된 시공간상에서 이용하면서 집단적으로 지식과 정보를 공유하고 새로운 일상 문화를 구성하는 제2의 신체이자 복합미디어로 인식하는 것으로 나타났다. 이는 스마트폰이 애플리케이션을 통해 집단지성을 구축하고 제3의 틈새공간을 통해 새로운 공론장으로서의 역할을 할 수 있다는 것을 의미한다.

현대 오피스 로비공간에서 빛의 조형적 표현 특성에 관한 연구 (Formative Expressions by Artificial Light applied to Office Building Lobbies)

  • 정수련
    • 한국실내디자인학회논문집
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    • 제18권2호
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    • pp.41-49
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    • 2009
  • Contemporary design environment is formed with image-centered trend based on pluralism. In this point of view, enterprises' building lobbies are public places containing the equivocal meaning, actively utilizing light as a design element to express the image of enterprises' identifications. Light is an immaterial entity having unlimited possibilities and potentials on space. It also acts as media to activate spaces and create new images in connection with formative elements of space. This study is to figure out how lightings are expressed and affected the formative characteristics of office lobby spaces and activate the specific characteristics of spaces. As a result, we drew conclusions as follows. First, as state-of-the-art technology and media are introduced, light is expressed on spaces as floating, direction, rhythm, silhouette, metaphor and allusion, sense of depth and volume. Second, expressive aspects of light in lobby space are embodiment of light, substantiation of immateriality, standing of materiality from the perspective of spatial aesthetics, and distortion/transformation of shape, pluralism phenomena of space from the perspective of spatial structure. In this way, light on building lobbies which are greatly required design differentiation strategy, specializes space and also integrates all the designs as not only a functional element but also a mental, psychological, formative element. Consequently, light on lobby spaces induces communication between spaces and users, makes formative value of existence in itself, and presents the characteristics of differentiated enterprises' identities.

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.

실내공간에 연출된 수공간의 체험적 의미에 관한 연구 - 로비공간을 중심으로 - (A Study on The Meaning of Water In Experience Within Interior Space - Focusing on The Lobby -)

  • 문정민;박수경
    • 한국실내디자인학회논문집
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    • 제38호
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    • pp.258-265
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    • 2003
  • The design of space, which focuses on human senses and perception, has become more prominent. It can be understood as the space needed for a field of experience. Phenomenological attitude focuses on the relations between human in the context of their environment. The experiences generated were used as a method of design. The method guides a formation of active space through phenomenological experience in interior space as well as architecture. To stimulate a phenomenological sensitive experience, the parameters for certain experiences were connected to the five senses, finally creating a concrete space. Water, light, air, vapor, and earth as architectural media are connected to the five senses and lead to intermediation from abstract to actual. In particular, water is deeply rooted in peoples subconsciousness and stimulates our instincts. Using water by effectively combining its symbols and physical characteristics will be a method to reinforce the experience with a given space. This study will examine the need for space experience and characteristics of water as an essential elements for perception experience and present possible experimental design.

Integration of Binocular Stereopsis and Haptic Sensation in Virtual Environment

  • Ishii, Masahiro;Cai, Yi;Sato, Makolto
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
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    • pp.67-72
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    • 1998
  • The paper aims to present a new human-scale haptic advice for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback sensations, associated mainly with weight, contact and inertia, to both hands within a cave-like space. Tensioned string techniques are used to generate such haptic sensations, while keeping the space transparent and unbulky. The device is scaleable so as to enclose different cave-like working spaces. Scaleable-SPIDAR is coupled with a large screen where a computer generated virtual world is displayed. The used approach is shown to be simple, safe ad sufficiently accurate for human-scale virtual environment.

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홈 스마트 미러의 효율적 활용을 위한 사용자 행태 및 니즈 분석 연구 (A Study on Analysis of User Behavior and Needs for Efficient Use of a Home Smart Mirror)

  • 오문석
    • 디지털산업정보학회논문지
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    • 제12권1호
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    • pp.119-129
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    • 2016
  • Rapid changes to the paradigm of smart media have created a communication environment through merging with various media such as IoT technology, which is internet of things. Among them, user' need for a start home, which is one of people living conditions, has been growing and values of the communication environment in a living space using a smart mirror have been growing. However, studies on figuring out behavior and analyzing needs of family members who actually use the living space are insufficient. This study is to draw the service system of the home smart mirror by analysis of behavior and needs of users of the living space. For a research method for analysis of behavior of family members, I wrote two kinds of user's experience maps, which are frequency of use of a quantitative space of a living space and space's important value scales by persona study and depth interview. Through this, applied spaces of the home smart mirror (living room, bathroom, powder room, dress room, porch, kitchen, room) and the types of user needs (type of providing information, entertainment type, control type, service type) have been drawn and statistical analysis methodology has been utilized for a research of user preferences in regard to correlation between living spaces and types of user needs based on a survey. As a result of analysis of ages and gender, types of user needs by space have been drawn and the service system of the home smart mirror has been drawn. It would be utilized as a basic material for various contents development and design using the smart mirror in the future.