• Title/Summary/Keyword: Space contents

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

A Study on Creating a Cultural City Using Local Cultural Resources (지역문화자원을 활용한 문화도시 조성 방안)

  • Kim, Yong-Nam;Kwon, Ki-Chang
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.88-98
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    • 2019
  • This study was conducted to explore ways to create a cultural city using local cultural resources. To that end, the qualitative case study was applied. As the original city center had been declining due to the expansion and changes of city space caused by the changes of city function and social change, the old downtown of Andong city was selected as an example. For the result, research shows that the region's historical resources and culture have to blend and develop together with abundant cultural resources, such as contents development, city's symbolic space settings, differentiated cultural and artistic establishment, comfort in living, utilization of cultural infrastructure, and supporting facilities which are suitable for cultural diversity. In particular, we found that the importance of establishing a new city image that leads local residents willing to participate and of forming a consensus among tourists. Therefore, for the implementation of a cultural city, policies, undertaking, and administrative support that meet to the city's conditions and environment are required, and a further study on that issue is needed.

A Study of Generating Depth map for 3D Space Structure Recovery

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.12
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    • pp.1855-1862
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    • 2010
  • In virtual reality, there are increasing qualitative development in service technologies for realtime interaction system development, 3- dimensional contents, 3D TV and augment reality services. These services experience difficulties to generate depth value that is essential to recover 3D space to form solidity on existing contents. Hence, research for the generation of effective depth-map using 2D is necessary. This thesis will describe a shortcoming of an existing depth-map generation for the recovery of 3D space using 2D image and will propose an enhanced depth-map generation algorithm that complements a shortcoming of existing algorithms and utilizes the definition of depth direction based on the vanishing point within image.

Human Performance Evaluation of Virtual Object Moving Task in the Different Temporal, Spatial and Pictorial Resolution of a Stereoscopic Display (가상현실 표시장치에서의 시간적, 공간적, 회화적 해상도에 따른 가상물체 이동작업의 인간성능 평가)

  • Park, Jae-Hee
    • IE interfaces
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    • v.18 no.1
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    • pp.82-87
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    • 2005
  • Most of virtual reality systems ask users to control 3D objects or to navigate 3D world using 3D controllers. To maximize the human performance in the control, the design of virtual reality system and its input and output devices should be optimized. In this study, an experiment was designed to investigate the effects of three resolution factors of a virtual reality system on the human performance. Six subjects conducted the experiment for the factors; two frame rates, three spatial resolutions, and three pictorial contents. The result showed that the greater the spatial resolution was, the higher the human performance was. For the temporal resolution, fixed frame rate at 18 Hz was better than the varied maximized frame rate. For the pictorial contents, the virtual space with orientation cues marked the greatest performance than the other two conditions; the virtual space without any orientation cue and the virtual space like real world. These results could be applied for the design of virtual reality systems.

A design of the Spain Korean Products Exhibition (스페인 한국 상품 전시관 디자인)

  • Kang, Hye-Jin;Han, Suck-Woo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.73-74
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    • 2007
  • As the characteristics of national economy is getting more complicate, the value of exposition is regarded as of great importance day by day. The world's Products Exhibition in which our companies and organizations take part is held all abound world, we also held the international exposition and Products Exhibition. In foreign countries, there are a lot of special organizations relate with the exposition and Products Exhibition display, which play the role to coordinate and mediate the display. Display space of exhibition must achieve functional role that can accomplish communication with spectator as well as function as place that possess products of accumulative value. Therefore, we must establish effective communication exhibition plan by position and form of display space as well as property of Products Exhibition, display contents, exhibit program to achieve purpose of Products Exhibition. We will can grope contents and method for successful exhibit through Products Exhibition that is connected form and position of exhibit between exhibit space of such Products Exhibition and we may achieve purpose of Products Exhibition.

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Interaction media art in city public space utilization example analysis (도시 공공 공간에서 인터랙티브 미디어 아트 활용 사례 분석)

  • Zhang, jun-ling;Kim, se-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.885-888
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    • 2007
  • As the development of the city, Emphasis the important characteristic of the such city which has the symbolic building and the diverse squares, In addition, Emphasis the Importance of the public art, Designated 9 examples which Media Artist and Design team who have the world famous, designed Interactive Media Art which applies flexibly in city public space. In view of these representation works, make the 7 Projects: Object, Interest enticement, Interactive, Place regional characteristic, Esthetics characteristic, Industry, Medium, Equipment as the datum, to analysis the Interactive media art characteristic of the modern public space.

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The Influence of Service Quality of Festival Service Quality on Visitors' Emotion, Perceived Value and re-visit Intention -Focused on Goyang International Flower Exhibition Festival- (고양국제꽃박람회의 서비스품질이 참가자의 지각된 가치, 감정 및 재방문의도에 미치는 영향)

  • Kim, Ju-Yeon;An, Youn Ju
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.600-608
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    • 2016
  • This research has analyzed the influence of Goyang Flower Exhibition Festival's service quality on emotion, perceived value, satisfaction, and re-visit intention. First of all, the service quality scale was composed with four factors : subsidiary service, exhibition contents, guidance service, space convenience. As the results of influence analysis, four factors had significant influence on attendee's perceived value and positive emotion respectively. Among those four factors, space convenience and guidance service showed high impact. Toward positive emotion. exhibition contents showed most influence while four factors are significantly related. Three factors of exhibition contents, guidance service, space convenience had significant effect on negative emotion. Also, positive emotion and perceived value was analyzed to have significant influence on re-visit intention.

A Study on the Planning of a Space for Senior Citizens Using Digital Contents (디지털 콘텐츠를 활용한 노인 공간의 기획에 관한 연구)

  • Kwon, Ji-Hyuk
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.257-267
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    • 2020
  • The objective of this study is to plan a space for senior citizens using digital contents as the measures for securing the cultural diversity by paying attention to culture of senior citizens. For this, this study theoretically examined digital contents as physical/social/psychological aging of senior citizens, space only for senior citizens, and culture of senior citizens. The research method used an in-depth interview. The results of this study are as follows. The senior citizens wanted the new play culture besides cultural programs operated by the existing spaces for senior citizens, and they also showed high preference of digital contents such as personal media and game. Especially, the senior citizens had an expectation that such digital contents would be helpful to smooth communication between family members. Based on such results, this study suggested a digital based culture spaces for senior citizens.

A Study on the Exhibition Method to Enhance the Visitors' Understanding Contents - Focus on the Domestic Dam Exhibition Centers - (콘텐츠 이해도 강화를 위한 전시방식에 관한 연구 - 국내 댐 전시관을 중심으로 -)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.196-204
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    • 2010
  • Human beings are having suffered from the unexpected climate changes which are caused by global warming leaded from air pollution. More than 3 billions of people will be forced to experience insufficient water in 2015. In Korea, over 70% of precipitation has been concentrating in Summer season. Furthermore, natural disasters has been occurred constantly all over the country. The unusual flood and drought have broken out not only victims but also, property damages. By the natural condition, the effective consuming and controlling system of water is going to be the core business field and constructing dams will be encouraged and promoted for the system. To convince the objectionable against the constructing dams, a dam exhibition center stands the very important position by being responsible for the presenting positive factors and highlighting the beneficial functions. The dam exhibition center is built as complex space combined by information center regarding water resources and visitor center for the community nearby the inundated area. Combined of the different purposes, the dam exhibition center can be confused to understand the concept and contents established in the space. To enhance the visitors' understanding contents of the dam exhibition center, the spatial composition and contents are being analyzed with existing centers and define the most effective exhibition methods between the spaces and visitors. This study will be the basic quantitative analysis data for the following design works those can get the better insight how to make visitors to get information and agreement of constructing dams effectively.

Analysis of the Space Layout according to VR Game Environment (VR게임환경에 따른 공간 연출 분석)

  • Gao, LinChao;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.421-422
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    • 2018
  • 가상 현실을 이용한 게임 환경은 하드웨어의 한계로 게임 속의 가상현실 공간에 비해 실제 유저가 활동하는 게임공간은 한정되어져 있다. 이러한 물리적인 한계는 게임의 내용을 제한시키게 되고, 공간 안에서 반복된 패턴을 느끼게 해 게임 레벨 디자인에 한계를 가져오게 된다. 이에 물리적으로 한정된 공간에 대해 게임 속에 다양한 공간 디자인을 설계하고 실험을 통해 통해 공간의 감성적 한계를 극복해보려 하였다.

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