• Title/Summary/Keyword: Space contents

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A Study for Electronic Surveillance (REID, CCTV, Electronic Resident Card) in Augmented Reality Environment (증강현실 환경 하에서 전자감시(REID, 감시카메라, 전자주민카드)에 관한 소고)

  • Kang, Jang-Mook;Jung, Jo-Nam;Bang, Kee-Chun
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.75-82
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    • 2006
  • Ubiquitous Computing is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous Computing. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the information revolution that Cyber Space saw a prime while world wide web service was expanded was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous Computing revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous creates a new integrated space. The space is the opportunity space that is limitless as soon as it is the unknown world that mankind was not able to experience yet. This paper checks the present situation of currently proceeding Ubiquitous computing technology(RFID, CCTV) in augmented reality environment. Also, The main purpose of this paper is to analyze the concepts analysis of privacy, personal information, and electronic surveillance in augmented reality environment. Thus this paper treated the analysis of case, technological issue, problem and solution and so on.

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Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

What are the Conflicts Covered on YouTube?: Topic Modeling of Conflict-related YouTube Contents (유튜브에서 다루어지는 갈등은 무엇인가?: 갈등 관련 유튜브 콘텐츠에 대한 토픽모델링)

  • Yon-Soo, Lim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.23-28
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    • 2023
  • This study aims to examine the characteristics of YouTube space, focusing on YouTube contents related to conflict. From 2012 to 2022, conflict-related contents posted on YouTube was collected and the major topics and characteristics were identified through topic modeling analysis. The results reveal that YouTube contents related to conflict consisted mainly of news reports on social structural conflicts and broadcast programs dealing with family conflicts. These results make us worry that YouTube space will function as a means of generating profits for existing broadcasting contents rather than expecting that it can be used as the public sphere for conflict-related issues. It is time for in-depth discussions on how our society will use YouTube in the future.

A Study on Operational Systems & Planning Contents of Parks & Green Space Plan - Focused on London, New York, Berlin, Sydney, Seoul - (공원녹지기본계획의 운영체계 및 계획내용에 관한 연구 - 런던, 뉴욕, 베를린, 시드니, 서울 사례를 중심으로 -)

  • Chae, Jin-Hae;Zoh, Kyung-Jin;Kim, Seung-Ju;Hoh, Yun Kyeong;Hwang, Ju-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.2
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    • pp.91-102
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    • 2014
  • Recent trends in urban policies show the increasing importance of urban parks. Moreover the park policy and planning are increasingly important for the good urban park system. Comparative studies in the operational system and planning contents of the parks and green space plans of the major cities would be timely and meaningful. This study aims to provide a comparative study in operational system and planning contents of the Parks and Green Space Master Plan at urban scale. Sites include London, New York, Berlin, Sydney and Seoul. Analyses are focused on the master plans and strategy reports of each city. Frameworks for analysis are divided into operational system and planning contents. The results are as follows. First, the Parks and Green Space Plans as an open space planning linked to related resources would contribute to both integrated resources management and practice of the fairness. Second, evolution from quantity to quality of the parks and green space plan enhances revitalization and regeneration. Third, shift from the 'supply oriented plan' to 'need based plan' model provides flexible planning model to meet the demographic change, trend change, preference and use. Fourth, planning agents, enlarged opportunities for participation within each phase, diversified of the participants lead the changes from the passive participation to active one. In order to improve the practicability of the parks and green space master plan, a flexible planning strategy including social awareness changes and park governance is required.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

A Study on Interweaving phenomena in contemporary space design with post-structualism (후기 구조주의 관점에서 본 현대 공간디자인에 나타나는 인터위빙(interweaving)현상에 관한 연구)

  • Jung Jae-Won;Kim Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.156-164
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    • 2006
  • One of frequent phenomena in the contemporary cultural field is the alternative or accompanying interweaving phenomena which happens in the relative connection of A, B, and C. The power of interweaving mixture is one of energies which unify the contemporary cultural phenomena, and it appears as a major phenomena in the recent popular digital architecture. In this study, the mixture, shape, and contents in the contemporary space design is analyzed as a point of view of Post-Structuralism. Namely, the digital part and non-digital part of alternative and circulating existence in the space are classified and the interweaving phenomena in the contemporary space design are proved. It is studied for digital part and physical space to conjunct the hole space and smooth space of Deleuze as part of interweaving phenomena. It is clear that the compatible concept of the hole space and smooth space is crossed complexly or is coexisting in circulating and extending, and is showed as interweaving phenomena in one space.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

Experimental and Experiential Cultural Space : Focusing on Cologne City Library in Germany (실험과 체험의 공간: 독일 쾰른 시립도서관의 사례를 중심으로)

  • Choi, Jeongyoon;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.11-22
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    • 2018
  • This study examines the structure and contents of the various programs offered by the Cologne City Library in Cologne, Germany, and discusses its implications for the role of the changing public libraries in the era of the Fourth Industrial Revolution. The Cologne Municipal Library, which has continuously played a leading role in the education of German libraries since its opening, has been transforming itself to become a center for producing information and knowledge and developing culture in accordance with the dynamic era of the Fourth Industrial Revolution. Currently, the Cologne Municipal Library plays a role as a multi-cultural space in the community where local members can experience various cultures, such as movies, music and games, and create a culture, beyond the traditional functions of library collection and preservation. The program of the City Library in Cologne, Germany, will help to redesign the functions and roles of public libraries in Korea in the future, and plan library contents for local members.

Phased Visualization of Facial Expressions Space using FCM Clustering (FCM 클러스터링을 이용한 표정공간의 단계적 가시화)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.18-26
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    • 2008
  • This paper presents a phased visualization method of facial expression space that enables the user to control facial expression of 3D avatars by select a sequence of facial frames from the facial expression space. Our system based on this method creates the 2D facial expression space from approximately 2400 facial expression frames, which is the set of neutral expression and 11 motions. The facial expression control of 3D avatars is carried out in realtime when users navigate through facial expression space. But because facial expression space can phased expression control from radical expressions to detail expressions. So this system need phased visualization method. To phased visualization the facial expression space, this paper use fuzzy clustering. In the beginning, the system creates 11 clusters from the space of 2400 facial expressions. Every time the level of phase increases, the system doubles the number of clusters. At this time, the positions of cluster center and expression of the expression space were not equal. So, we fix the shortest expression from cluster center for cluster center. We let users use the system to control phased facial expression of 3D avatar, and evaluate the system based on the results.

Space-Time Diversity Relaying Strategy using Cooperative Communication Technique (협력 통신 기법을 이용한 시공간 다이버시티 중계 전략)

  • Kim, Eun-Ki;Park, Noe-Yoon;Lee, Kwan-Seob;Kim, Young-Ju
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.65-71
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    • 2009
  • In this paper a new space-time diversity relaying strategy using cooperative communication technique is proposed. More than one relaying terminals are included in one cooperative group to share their state information, such as frame error rate and channel state information. The best terminals are selected to send bit information using space-time diversity relay system. An implementation for the proposed scheme is also presented using the TDMA cooperative protocol. The resulting receive signal to transmit signal ratio and computer simulation demonstrate that the proposed strategy outperforms the conventional cooperative system.