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

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스마트 교육 커뮤니티 정보기반 도시재생 (Information-Based Urban Regeneration for Smart Education Community)

  • 김우영;서붕교
    • 대한건축학회논문집:계획계
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    • 제34권12호
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

학교도서관 공간 영역 및 실내 환경 요소의 구성 현황과 사서 교사 인식 분석 (Analysis of Current Status and Teacher Librarians' Perception about Space Composition and Interior Environment of School Libraries)

  • 송기호;강봉숙
    • 한국비블리아학회지
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    • 제31권1호
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    • pp.67-87
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    • 2020
  • 본 연구의 목적은 학교도서관 공간 영역 구성과 실내 환경 구성에 대한 현황과 사서 교사 인식을 분석하고, 학교도서관이 미래 교육 기본 시설로 자리매김하는 데 필요한 방안을 제안하는 것이다. 설문에 참여한 126명의 사서 교사가 가장 많이 확보한 공간은 자유 독서 영역이고, 가장 낮은 확보 정도를 보인 공간은 매체 제작·집단 프로젝트 영역이다. 공간 영역 중 사서 교사가 가장 중요하게 여기고 있는 영역은 교수 영역과 자유 독서 영역이고, 매체 제작·집단 프로젝트 영역에 대한 중요성 인식은 상대적으로 낮았다. 실내 환경 평가 요소 중 안전성과 쾌적성은 가장 중요하게, 다양성과 융통성에 대한 중요성 인식은 상대적으로 낮게 나타났다. 분석 결과, 학습공유공간과 창작 공간을 강조하고 있는 교육계와 도서관계의 흐름에 비해 사서교사는 여전히 전통적 도서관 공간에 대한 중요도 인식이 높은 것으로 보인다. 따라서 사서 교사 양성 및 재교육 과정에 창작공간 및 학습공유공간 구축과 운영 방안을 포함할 필요가 있다. 또한 이용자의 실내 환경 만족도를 높일 수 있도록 공간 구성과 실내 환경 구상에 교사와 학생 그리고 학부모 등 도서관 이용자의 참여를 확대할 필요가 있다.

디지털 매개공간 유형에 관한 사례 연구 - 수용자 커뮤니티를 중심으로 - (A case study of digital intermediate space designed - The focus on the consumer community -)

  • 서동진;임종훈
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.281-288
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    • 2001
  • It shows 21st century as a networking society that is moving up the concept of global town and being industrialized with regional and personal connections. Individual's original idea and variety of 21th century may be respected by such environmental change, and age (Literary, human axis, technology axis, nature axis, kaining farming axis are central keyword) of culture that cultural capacity of individual becomes important fetters that create added value is forecasted to become. The moaning for space that is unemployment enemy by change of conceptional environment about cultural life and agreeable quality of life by development of Information-Communication technology may be required newly. As it does interaction along with development of science technique and Information-Communication technology, the future environment of various that complex! Is predicted to form network environment (existence space, cyberspace) newly. Human central interest is risen in technology balance hereupon, and these characteristic escaped in physical system that do with functional special quality and require human central and sensitive interaction. First, if examine about phenomenon by Digitize and chance aspect that is risen in 21th century, Digitize is time that action occurs fusion Tuesday that is various and Blur phenomenon of city·space, and the period to collapse the border between several individual. Second, importance more than man-centered and sensitive aspect of functional physical system is risen by digital age with development of technology medium, and as the five digital senses showed up, it suggests a sensual of the times and therefore the interest and direction get set up for the sensual sides of consumers. Third, special quality is, medium enemy by that digital space connotes meaning disk floret, variability, transparency, space red of extensity etc.. to burn and is digitalised, can be risen by symbolic, original individualities and emotional communication's the importance is required sensitivity enemy who is sympathy horn by fusion anger of individual. Technology of new media may open direction of new communication through interface that did not enjoy so far is going to supply new means that can express own to human

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이토토요의 도서관 공간에 나타나는 창조적 인터페이스요소에 관한 연구 - 타마미술대학신도서관을 사례로 - (A Study on the Creative Interface Factors of Library Space on Ito Toyo - Focus on the Tama Art University New Libraries -)

  • 황미영
    • 한국실내디자인학회논문집
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    • 제19권3호
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    • pp.205-213
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    • 2010
  • The importance of communication which is oriented to interaction, fusion and connection is more increased in the post-information society. The information environment is already realized as interface to reach immediately and freely to the databased information and knowledge. The contemporary libraries execute very important roles as an intellectual infra of modern times to deliver the great human achievement and create new culture. In the mean time, the rapid information-oriented society and the development of digital technology bring out big change in the traditional dispatch and receipt method of information. For this reason, libraries as the community space of visitors integrates physical space - electronic space and reconstructs new temporary culture and value to build the new interface that connects human to human, human to space and human to information. On the premise of these awareness, this study analysis the creative interface factor of Tama Art University New Libraries in Ito Toyo in order to research the function and the application method of modern libraries. And the results are follows. 1)We can make sure the significance of communication and the integration consciousness between digital technology and analogue sensitivity that is the characteristic of the post-information society. 2)We can classify for the creative interface factors by the character as space factor(Arcade, Gallery, Lounge, AV Booth, Cafe), facility/equipment factor(Laboratory, Media, Bar, Info Shelf, Media Seat) and furniture factor(Carrel, Desk, Mag Table, XI Shelf). 3)We can see that these interface factors change the stream of library users and that the library is constructed for library users to create and discovery something easily from books and modern technologies. And we can realize also that these factors are creative installation to lead out naturally the latent liberty sense of users.

평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구 (A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens)

  • 정세빈;최두현;임수연
    • 문화기술의 융합
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    • 제9권2호
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    • pp.105-112
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    • 2023
  • 3차원의 세계를 작품으로 구현해내려는 시도는 시대와 매체를 구분하지 않고 계속되어왔으며, 그 목적은 현실의 재현보다도 몰입 상태의 구현이다. 본 연구는 디지털미디어아트에서 최종적으로 관람자와 마주하는 매체인 평면스크린이 완전한 몰입을 방해한다고 보고, 스크린의 한계를 벗어나 공간의 현실감을 주는 작품들의 사례를 조사하고 분석하였다. 분석한 결과를 작품 제작에 활용한 결과, 디지털미디어아트 분야에서 현실적 공간의 제시와 몰입의 강화는 스크린 내의 시각적 영상 콘텐츠뿐만 아니라 전시 환경에 맞는 설치, 결과적으로 구성되는 공간 그 자체까지 작업으로 보아야 한다는 것을 알 수 있었다.

그린콘텐츠를 적용한 키즈 테마파크 공간연출에 관한 연구 (A Study on Space Representation of Kid Theme Park using Green Contents)

  • 류효진;문정민
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.106-113
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    • 2012
  • As environmental pollution and resource exhaustion have been considered as social issues, interest in green content industries which lead low-carbon green growth is increasing. In various areas, green content products and programs have been presented. Of them, kid theme parks are designed to recognize fun and advantages eco-friendly consumption with green contents has and lead children to recognize the problems of environmental pollution and the importance of environment. This study aims to analyse kid theme parks using green contents and characteristics of their space representation. The analysis frame was made through theoretical examination for bibliographical data and a direct interview in terms of factors of green contents. For the analysis frame, visitors were directly interviewed from June to July, 2012. Cases of introduction were analysed to identify realization and characteristics of green contents. As a result of the analysis, it was discovered that kid theme parks using green contents pursued green stories, but they did not consider environment seriously in terms of content materials and methods of realization. To develop successful kid theme parks using green contents, multi-dimensional research is needed in various aspects and various contents such as media should be introduced. The parks should provide fun space for children and propagate green ideas. Its success can lead in green entertainment. The study will be helpful for design of future kid theme parks.

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가상환경(VR) 운영체제 프로토타입 연구 (Study on Virtual Reality (VR) Operating System Prototype)

  • 김은솔;김지연;유은진;박태정
    • 방송공학회논문지
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    • 제22권1호
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    • pp.87-94
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    • 2017
  • 본 논문에서는 게임 엔진(Unity3D) 상에서 헤드 마운트 디스플레이(HMD)와 손 동작 인식 기술을 이용한 가상 환경 운영 체제(VROS) 프로토타입을 제안한다. 제안하는 OS는 Unity3D에서 제공하는 실시간 환경 상에 간단한 멀티태스킹 스레드 메커니즘을 구축한 형태로 제작되었다. 제안하는 가상 환경 운영 체제는 손 동작 인식 장치(Leap Motion)로부터 입력을 받아서 키보드와 마우스 역할을 수행하며 헤드 마운트 디스플레이((Oculus Rift DK2)를 통해 출력을 제공한다. 테스트 결과, 제안하는 시스템은 360도 가상 공간 내에서 보다 넓고 몰입도가 높은 작업 환경을 제공하였다.

거실문화와 소통가구 디자인 연구 - 거실공간의 소파 디자인을 중심으로 - (A Study on the Furniture Design for Communication and Culture of Living Space - Focus on Sofa Design in Living Space -)

  • 윤여항;김경원
    • 한국가구학회지
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    • 제22권2호
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    • pp.91-100
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    • 2011
  • Communication has increasingly become important between peoples in the modern society. The change in the composition of a family brought by urbanization and industrialization caused structural changes in the society, and the lack of communication between people have incited various social conflicts rising from individualism and ego-centrism. Thus in this era, domestic environment is one of the most significant environment that enables one to transform into an appropriate member of the social community as well as develop appropriate traits of one. The living room, which served as an arena of communication for family members is now replaced with TV, a popular media, and has lost its original role in the house. The living room furnitures today are designed to facilitate people in viewing TV, not to enhance communication between family members. Thus in this research, I would like to propose a new concept of 'communication furniture' and various examples to suggest appropriate, desired role of living room furniture in households today. In addition, I hope this research contributes to forming a beneficial living room culture and a domestic environment as well as a heart-warming, human society.

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완전침지형 회전매체 생물막 공정에서 포기강도 조절이 동시 질산화/탈질 효율에 미치는 영향 (Effect of Aeration Intensity on Simultaneous Nitrification and Denitrification Efficiency in the Submerged Moving Media Biofilm Process)

  • 김준명;이상민;임경호;김일규;강호
    • 한국물환경학회지
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    • 제24권3호
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    • pp.273-279
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    • 2008
  • Space separation method that use independent reactor for nitrification and other reactor for denitrification has been commonly used for biological nitrogen removal process like $A^2O$ process. However, this method needs large space and complicate pipelines and time separation method such as SBR process have a difficulty in continuous treatment. Thus biological nitrogen removal process which is capable of continuous treatment, easy opeation and space saving is urgently required. In this research, submerged moving media was used for a biofilm process and suspended sludge was used for biological nitrogen removal at the same time. In particular DO environment by controlling air flow rate was investigated for simultaneous nitrification/denitrification. Total nitrogen removal in aeration rate more than $67L/min{\cdot}m^3$ showed 51~53% and rose to 65%, 70% and 78% in $50L/min{\cdot}m^3$, $58L/min{\cdot}m^3$ and $25L/min{\cdot}m^3$ respectively. Total phosphorus removal was very low about 10~20% more than $67L/min{\cdot}m^3$ aeration rates. But total phosphorus removal roses when reduces aeration rate by $58L/min{\cdot}m^3$ low and it showed total phosphorus removal of 72% in aeration rate $25L/min{\cdot}m^3$.

매트재배에서 Ardisia 소형분화 생산에 적합한 배지의 물리성 (Optimum Physical Property of Media for the Production of Small Potted Ardisia in Capillary Mat Irrigation System)

  • 이동수;권오근;이영란;이용범
    • 생물환경조절학회지
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    • 제18권4호
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    • pp.316-325
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    • 2009
  • 배지의 적정 수분함량과 기상율은 분화식물 생산에 있어 중요한 환경 요인들이다. 매트관수시스템에서 Ardisia 소형분화 생산에 적합한 배지의 물리성을 구명 하고자 실험을 수행하였다. 실험에 사용된 공시 작물은 산호수와 자금우였다. 피트모스 배지에 왕겨와 펄라이트를 각각 부피비로 20, 40, 60%로 혼합하였다. 배지의 총공극은 왕겨의 혼합비율이 증가함에 따라 증가하였으나, 펄라이트는 혼합비율이 증가함에 따라 감소하였으며, 왕겨와 펄라이트의 혼합비율이 증가함에 따라 기상율은 증가하였으나, 배지의 수분함량은 감소하였다. 배지의 기상율은 왕겨 혼합배지에서 펄라이트 혼합배지보다 높았으며 증가율은 왕겨혼합배지에서 더 높았다. 배지의 $CO_2$ 농도는 기상율이 증가함에 따라 감소 하였는데, 왕겨 혼합배지에서 펄라이트 혼합배지보다 $CO_2$ 농도가 더 높았다. 산호수와 자금우의 생체중과 건물중은 왕겨를 60% 혼합한 배지에서 가장 높았으나, 지상부와 지하부의 건물 비율은 가장 낮았다. 매트관수 시스템에서 Ardisia속 식물인 산호수와 자금우의 소형 분화 생산에 적합한 배지의 물리성은 총공극과 기상율, 포트용수량이 각각 82.8, 25.6, 57.2%이었다.