• Title/Summary/Keyword: Space contents

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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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    • v.16 no.4
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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.

A Study on Margin (여백에 관하여)

  • 진정식
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.121-127
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    • 2004
  • Just as it Is said that the darkness of the universe is not absence of light but the dark material itself, Moo-geuk and Tae-geuk are one thing, and an empty space is not empty but full of nothing, margin in fine art is a living space where negative space and positive shape do not exist separately but are connected to each other and combined into a unified space to perish ultimately.

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

  • Baik, Seung-Kook;Kwon, Ji-Hyuk;Lee, Ju-Hee;Son, Ki-Dong
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.361-370
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    • 2013
  • Digital Storytelling, one of the most efficient way of delivering contents and messages, is also being used at a digital experiential space as a communication strategy to lead interactions between digital contents and humans, also between a space and humans. This study aims to examine Digital storytelling which is used in digital experiential spaces and to discuss the interactivity of it. To go on this study, firstly, digital contents and digital storytelling of digital experiential space were analysed at an epistemology level. Secondly, it was discussed about space storytelling at a digital experiential space. Also, it was argued about interactivity and sensible experiences of a user, who is an active subject of digital experiential space. Lastly, digital storytelling, space storytelling and interactive elements of a specific digital experiential space, 'Pangyo iQarium', were examined in this study.

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

  • Kim, Doo-Hwan
    • 한국항공우주법학회:학술대회논문집
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    • 2008.05a
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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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A Study on the Relationship between System of Exhibition Contents and Structure of Exhibition Space in Nature & Science Museums (자연과학계박물관의 전시내용구성체계와 공간구조 상관성에 관한 연구)

  • 임채진;정성욱;신혜진
    • Korean Institute of Interior Design Journal
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    • no.41
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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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    • v.9 no.3
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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.

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

  • Jung, A-Young
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.171-185
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    • 2012
  • This study takes note on the need for the consideration of the relationship between the service contents and service space which libraries provide, since at the moment the demands of library users, purpose of using it, etc. gradually become varied. In this study, type classification of public libraries was done focused on the relationship between service contents and service space, targeting Japanese public libraries. Through linking approach between service contents and service space, the analysis of Japanese public libraries' characteristics and type characteristics could be captured. This study has ultimately aimed to prepare for the basic data which will help Korean public libraries to make connection between service contents and service space in the future. The collected service contents and service space had been analyzed by multi-dimensional data analysis methods such as the "Quantification Theory Analysis Type III" and "Cluster Analysis". After characters of libraries were analyzed, the findings of this study show the views such as "the field of information provided, the method of information provision, and the object of service provision." And types of 44 libraries are classified into those which have 6 kinds of characteristics as follows : (1) group-oriented libraries which provide the jobs and employment information, (2) libraries which provide the jobs and employment information through the counselling space, (3) individual-oriented libraries which provide the information of education-related fields, (4) group-oriented libraries which provide the information of education-related fields, (5) libraries which provide information focusing on the counselling space, (6) individual-oriented libraries which focused on the service provision.

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

  • Ryu, Hyo-Jin;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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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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A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.

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

  • Song, Hyeon-Ji;Kim, Nam-Hyo
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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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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