• 제목/요약/키워드: Space contents

검색결과 2,107건 처리시간 0.031초

A Study on "A Midsummer Night's Palace" Using VR Sound Engineering Technology

  • Seok, MooHyun;Kim, HyungGi
    • International Journal of Contents
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    • 제16권4호
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    • pp.68-77
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    • 2020
  • VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called "A Midsummer Night" so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user's interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

여백에 관하여 (A Study on Margin)

  • 진정식
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 춘계 종합학술대회 논문집
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    • pp.121-127
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    • 2004
  • 우주의 암흑이 빛이 없음이 아니고 암흑물질이며, 무극ㆍ태극이 하나이고 빈 공간을 비어 있다고 하지 않고 무로 꽉 차 있다 하는 것처럼 미술에서 여백은 따로 존재하는 것이 아니고 negative space와 positive shape가 서로 연결되어 하나의 통일된 공감을 형성하고 소멸되는 살아있는 공간이다.

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디지털 체험 공간의 디지털 스토리텔링에 관한 연구 (A Study on Digital Storytelling of Digital Experiential Space)

  • 백승국;권지혁;이주희;손기동
    • 정보화연구
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    • 제10권3호
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    • pp.361-370
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    • 2013
  • 디지털 스토리텔링은 콘텐츠와 메시지를 전달하는 효과적인 방법으로서 디지털 체험 공간에서 인간과 디지털 콘텐츠 그리고 공간과 인간 간의 상호작용을 유발시키는 커뮤니케이션 전략으로서 활용되고 있다. 본 논문은 디지털 체험 공간속에서 활용되는 디지털 스토리텔링을 살펴보고 이를 통해 유발되는 상호작용을 논의하는데 목적이 있다. 이를 위해 우선 인식론적 차원에서 디지털 체험 공간에 구현된 디지털 콘텐츠와 디지털 스토리텔링에 대해 살펴보았으며, 디지털 체험 공간의 공간 스토리텔링을 논의하였다. 또한 디지털 체험 공간의 능동적 주체인 사용자가 디지털 스토리텔링을 통해 유발되는 상호작용성과 감각적 체험을 논의하였다. 마지막으로 디지털 체험 공간 '판교 아이큐아리움'에서 활용되는 디지털 스토리텔링과 공간 스토리텔링 그리고 상호작용 요소를 분석하였다.

The Main Contents, Comment and Future Task for the Space Laws in Korea

  • Kim, Doo-Hwan
    • 한국항공우주법학회:학술대회논문집
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    • 한국항공우주법학회 2008년도 제40회 국제학술발표대회
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    • pp.273-294
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    • 2008
  • Korea now has a rapidly expanding space programme with exploration aspirations. The government is giving priority to the aerospace industry and, to put it on a better footing, enacted an Aerospace Industry Development Promotion Act in 1987, a Space Development Promotion Act in 2005 and a New Space Compensation for Damage Act in 2007. I would like to describe briefly the legislative history, main contents and comment for these three space acts including especially launch licensing, registration of space objects, use of satellite information, astronaut rescue, liability for compensation, third party liability insurance and establishment of committee and plans to assist the Korean space effort. Furthermore author proposed to legislate a draft for the establishment of a new Korean National Space Development Agency (KNSDA: tentative title) to create a similar body to Japan Aerospace Exploration Agency (JAXA), British National Space Centre (BNSC) of UK, French Centre National d'Etudes Spatiales (CNES), German Aerospace Center (DLR), Swedish Space Corporation, China Aerospace Science and Industry Corporation, Indian Space Research Organization (ISRO) as well as the Korean Space Agency (KSA: Tentative title) to create a similar body to Canadian Space Agency, European Space Agency, Russian Space Agency, Italian Space Agency, Israel Space Agency, Indian Department of Space, National Aeronautics and Space Administration (NASA) of USA, China National Space Administration in order to develope efficiently space industry. A call is made for Asian countries to unite and further their space development through a regional space agency.

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자연과학계박물관의 전시내용구성체계와 공간구조 상관성에 관한 연구 (A Study on the Relationship between System of Exhibition Contents and Structure of Exhibition Space in Nature & Science Museums)

  • 임채진;정성욱;신혜진
    • 한국실내디자인학회논문집
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    • 제41호
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    • pp.180-189
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    • 2003
  • This study aims to understand the correlation between system of exhibition contents and structure of exhibition space in nature and science museums. So, in this paper it deals with 10 examples of overseas nature and science museums as analytical objects, using Space Syntax as an analytical tool. In conclusion, the system of exhibition contents of nature & science museums can be divided into field and theme, and subdivided into total 6 systems according to categorization and integration. The system of exhibition contents by field is generally characterized by unconstricted access and system of exhibition contents by theme is generally marked by high visual openness. And the system of exhibition content according to categorization is characterized by strong concentration on exhibitory convex and its wide distribution.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

일본 공립도서관의 유형별 특성 분석 - 서비스내용과 서비스공간의 연계적 고찰을 중심으로 - (The Analysis of Japanese Public Libraries' Characteristics by Types: Focused on the Consideration of Liaison Between Service Contents and Service Space)

  • 정아영
    • 한국비블리아학회지
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    • 제23권2호
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    • pp.171-185
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    • 2012
  • 본 연구는 도서관 이용자의 요구, 이용목적 등이 점점 다양화되고 있는 현시점에서 도서관이 제공하고 있는 서비스내용과 서비스공간의 연계적인 고찰의 필요성에 주목하고 있다. 본 연구에서는 일본 공립도서관을 대상으로 서비스내용과 서비스공간의 연계성을 중심으로, 공립도서관의 유형분류를 실시하였으며, 이를 바탕으로 일본 공립도서관의 유형특성을 분석하였다. 본 연구는 향후 한국 공립도서관의 서비스내용과 연계성 있는 서비스공간계획의 실현에 도움이 될 기초적인 데이터를 마련하는 데 궁극적인 목적이 있다. 조사는 일본 공립도서관을 대상으로 제공되고 있는 서비스의 내용과 서비스제공에 사용되고 있는 서비스공간에 관한 실태를 조사 하였으며, 조사된 데이터는 수량화III류 분석, 군집분석 등 다차원데이터분석법을 사용하여 분석하였다. 도서관의 특성분석의 관점 추출을 진행한 결과, "제공하고 있는 정보의 분야, 정보제공의 방법, 서비스의 제공대상"의 관점으로 추출 할 수 있었다. 또한 44개 도서관의 유형은 (1) 집단을 대상으로 취업, 직업 분야의 정보를 제공하는 도서관, (2) 취업, 직업 정보를 대응서비스지원공간을 통해 제공하고 있는 도서관, (3) 개인을 대상으로 교육 분야의 정보를 제공하고 있는 도서관, (4) 집단을 대상으로 교육 분야의 정보를 제공하고 있는 도서관, (5) 대응서비스공간을 중심으로 정보를 제공 하고 있는 도서관, (6) 개인을 대상으로 하는 서비스제공 중심의 도서관의 6가지로 특성 분류되었다.

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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가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성 (A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games)

  • 박진옥
    • 디지털콘텐츠학회 논문지
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    • 제19권2호
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    • pp.229-236
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    • 2018
  • 본 연구는 근대적 시공간 개념이 물리적 공간에서 4차 산업혁명의 시대를 살고 있는 현재는 그 범위가 가상의 공간으로까지 확대 되었다. 이러한 가상현실의 공간적 특징을 시각적 촉각성과 환영성을 바탕으로 현실과 같은 상호작용의 가능성에 대해 제안 하고자 한다. 본 연구의 범위는 현재 가상현실 콘텐츠 중 활용도가 높은 게임의 공간에 대한 환영성과 상호작용성의 몰입 관계를 분석한다. 연구 결과는 가상현실의 상호작용은 시공간이 융합된 공간으로 디지털 이미지의 환영성은 원본이 없는 실재의 현실적 위치에 있다. 현실공간과 가상공간에 대한 매체 투영 방법과 함께 가상공간에 대한 상호작용에 대한 연구는 새로운 영상문법으로 콘텐츠 활용 방안을 모색하는 데 기여하게 될 것이다.

물의 속성과 전시연출에 관한 연구 - 4대강 물문화관을 중심으로 - (A Study on Attribute of Water and Exhibition Composition - Focused on Four-major River Water Culture Pavilion in Korea -)

  • 송현지;김남효
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.355-362
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    • 2012
  • Water Culture Pavilion was constructed as a part of dam construction and Four-major rivers restoration projects, which have the purpose to prevent damage of natural disaster, localized heavy rain and drought, and has several functions; promotion, education and region culture community. Exhibition space in this culture pavilion should have the excellent connection of various media, contents, and exhibition space because of limited space. The purpose of this study is to analyze flows, continuation and connection of exhibit space with the perspectives of the attribute of water and to suggest various content things, technical, spatial types. This study targets Four-major rivers Water Culture Pavilion in Korea and suggests exhibition presentation methods as analyzing contents, media and constituent of exhibition space for each pavilion exhibition. The result of this study is as follows : First, the circulation is common expressed attribute of water in these four water culture pavilion. The reason is that there is a connection between Four-major rivers restoration projects and the physical attribute of water circulating the steps of evaporation, condensation and precipitation. Second, each pavilion presents circulative solid exhibit, circulative background exhibit, circulative reflective exhibit based on circulation. These three types of exhibition is related the floor separation. Third, each pavilion exhibit zone shows the most circulation, solid, background, reflexibility through educational contents and promoting contents by using graphic, video, sound media.

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