• Title/Summary/Keyword: Space media

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A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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Simulation of Distortion in Image Space due to Observer's Rotation Movement in Stereoscopic Display, and Its Correction (스테레오스코픽 디스플레이에서 관찰자의 회전이동에 따른 영상공간의 왜곡과 왜곡 보정에 대한 전산모사)

  • Kim, Dong-Wook;Lee, Kwang-Hoon;Kim, Sung-Kyu;Chang, Eun-Young
    • Korean Journal of Optics and Photonics
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    • v.20 no.2
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    • pp.87-93
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    • 2009
  • Variation of the observer's viewing position is one of the major causes of image space distortion in the stereoscopic display. Especially, a large image distortion, which is caused by different depth direction positions of the observer's two eyes, is made by the observer's rotation movement in relation to the center of the screen. This is different from distortion of horizontal and depth directional movement of the observer. In this paper, we analyzed distortion of the image space due to the observer's rotation movement and showed the corrected result of distortion through simulation in the stereoscopic display. Finally, we showed that the distortion shape of the observer's rotation movement is different from horizontal and depth directional movement of the observer.

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

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

Location-based Space-Time Interlinked Extended Reality using HMD (HMD를 이용한 위치 기반 시공간 연동 확장현실)

  • Ahyeon Park;Sangjoon Bae;Mijin Kim;Woohyun Lee;Dongho Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.133-140
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    • 2024
  • Extended Reality (XR) is an immersive technology that combines the real and virtual worlds and is being actively researched across various industries. This study proposes a method for utilizing the Meta Quest 3, a head-mounted display (HMD) that provides mixed reality, outdoors for the first time by leveraging the GPS information from a smartphone. Augmented virtual objects are positioned using location information and the orientation. Additionally, by using the features of the Meta Quest 3, virtual objects are made to appear alongside the real world, allowing users to interact with virtual objects through hand gestures. This study aims to link present and past spaces by using location information and photographs on the HMD, providing a novel experience of freely traversing time and space.

A Study on the Training Programs of Space&Environment as Media for School Education (공간환경을 매체로 한 교육 프로그램에 관한 연구)

  • Reigh, Young-Bum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5938-5945
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    • 2011
  • Proper education for the space&environment as a medium for the development of a variety of educational programs can be understood as the necessary training for maintaining sustainable society through the sharing of community lives. In addition, education programs of space&environment as a medium will help school teachers and students to understand the meanings and values contained in the living environment by contributing to the increase of creative culture and responsible social consciousness. In this paper, the analysis will be carried out to understand the current situation of education programs of space&environment of inside the school education in progress in Korea. Major parts of the paper will analyze the meaning and value of space&environment education by looking at the contents and activities of diverse training programs of Finland and UK. Finally, this paper will suggest how to activate collaborative school education on the space&environment by the complement of the ongoing problems found in the analysis of domestic case studies.

A Study on the Space interpretation by Application of Color Structure in Contemporary Architecture (현대건축의 색채구조를 적용한 공간해석에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.152-160
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    • 2011
  • Contemporary architecture pursues new method of Interpretation of Non-linear space as digital media appears. As various materials and new methods can be used due to developments in science and expansion of thinking, contemporary architectural color developed extensive possibilities. It means not only the change of drawings, method of architectural product and materials but also the change of value system for architectural space. Thus the purpose of this paper is to suggest interpretation of space applied by color structure, and this point of view was based on the three elements of color perception which are light source, reflector, and observer. According to this categorization, architectural color of exterior color, layer color and interaction color are explained via examples of colors recently used on the contemporary architectures. In summary, contemporary architecture can be explained by Non-construction space interpretation for intrinsic complex meanings. Therefore, it can be explained as moving space, collage, by picturesque space, moving blur color and emptiness of color. This pursues various point of views for space interpretation, therefore it can be developed to the identity of strengthening architectures' design concept.

A Study on Multi-Screen synchronization techniques based on Timed Button configuration for smart learning space (스마트 학습 공간 구성을 위한 Timed Button 기반의 다중스크린 동기화 기법)

  • Yoon, YongIk;Cho, YoonAh
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.9
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    • pp.91-99
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    • 2013
  • In these days, the smart devices are being developed and used repeatedly. But almost E-learning System did not provide these smart devices environment and user's E-learning space is changing from Single-screen environment to multi-Screen environment. Accordingly we configure smart E-learning space based on multi-screen and integrate the multi-media contents for the Smart E-learning service. We present the synchronization techniques to make the multi-screen environment for smart space with Timed Link and design the Timed Button to relate each Screen which is using multi-media e-learning contents.

LEGO House Multi Interaction Space Collaboration (레고하우스 : 멀티 인터렉션 공간에서의 협업)

  • Irawati, Sylvia;Ahn, Sang-Chul;Ahn, Jong-Gil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.481-486
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    • 2008
  • Recent advanced interlace technologies allow the user to interact with different spaces such as Virtual Reality (VR), Augmented Reality (AR) and Ubiquitous Computing (UC) spaces. Here, we present a LEGO House application, a collaborative application which involves multi interaction spaces -VR, AR and UC spaces. The LEGO House application is built based on the VARU framework which is designed for enabling the prototyping of a tangible space application. The application is about an interior design. One user is located in the combined AR and UC space and interacts with the AR LEGO house and the physical smart devices. The other users interact with the virtual LEGO house but they share the same environment, the LEGO house. Therefore, they can collaborate together as they are co-located.

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An Augmented Reality Solution for Improving Marker Recognition and Solving Human Occlusion (마커인식 개선과 인체가 가려지는 문제해결을 위한 증강현실 솔루션)

  • Lu, Chengnan;Park, Jongyeol;Park, Jinho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.183-192
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    • 2020
  • Due to the problem of matching between virtual world space and real-world space, the reality of augmented reality content is rather low. There are many reasons for this result, firstly virtual object is rendered without considering relation between real-world space and virtual world space. Secondly, virtual objects rely too much on the marker to reduce reality. We propose two schemes to improve the reality of augmented reality, one is people occlusion, the other is to reduce the dependence of virtual objects on the marker.

Indoor Space Recognition using Super-pixel and DNN (DNN과 슈퍼픽셀을 이용한 실내 공간 인식)

  • Kim, Kisang;Choi, Hyung-Il
    • Journal of Internet Computing and Services
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    • v.19 no.3
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    • pp.43-48
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    • 2018
  • In this paper, we propose an indoor-space recognition using DNN and super-pixel. In order to recognize the indoor space from the image, segmentation process is required for dividing an image Super-pixel is performed algorithm which can be divided into appropriate sizes. In order to recognize each segment, features are extracted using a proposed method. Extracted features are learned using DNN, and each segment is recognized using the DNN model. Experimental results show the performance comparison between the proposed method and existing algorithms.