• Title/Summary/Keyword: Space media

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Study on Virtuality and Subjectivity of Augmented Reality in Media Remediation (미디어 재매개적 관점에 의한 증강현실 가상성과 주체성에 대한 연구)

  • Kim, Jin-Kon
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.519-530
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    • 2011
  • This study purposed to interpret subjectivity, which centers on the concept of virtuality embedded in the process of virtualizing contextual awareness and mixing the boundary between realities and virtual realities for renewing the feeling of time and space represented by augmented realities in daily spaces, from the viewpoint of traditional media. By explaining how the reflection of reality is exposed focusing on immediacy and hypermediacy from the viewpoint of media remediation, we found that, different from conventional media, augmented reality enables the screen to function as a part of subject and play a role and, by doing so, converts it to the complete subject of digital media comprehending observers and operators.

Study on the Usage of Communication Media for the Participation of Residents in Public Design (주민참여 공공디자인을 위한 커뮤니케이션 미디어 활용에 관한 연구)

  • Woo, Sung-Ho;Park, Suk-Soo
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.127-135
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    • 2012
  • Recently, the public design plays a role in improving the residents' quality of life and activating the local economy as an axis of the regional development. However, during the development process led by the local government, the public space has been changed to a place where only the function is emphasized without considering the local history, culture, and life. Since the opinions of the regional residents are not reflected, the public place lacks public benefits and has difficulties in continuous improvement and development. Here, we studied on the participation of residents in public design. Firstly, we discussed public design that residents can participate voluntarily and actively as users, managers, and beneficiaries. Secondly, it is necessary for the residents, who are not experts in the public design, to have easily understandable and well tractable communication media which facilitate communications with a group of the design experts and the public service personnel. We explained the types and specialities of the communication media. Thirdly, it is necessary for the residents to contribute much to the local development by active participation in the sustainable and consistent public design through using the easily accessible communication media.

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Design of MediaFLO/GPS/Bluetooth Chassis Mode Antenna for Mobile Handset with Metallic Body (금속 몸체를 갖는 휴대단말기를 위한 MediaFLO/GPS/Bluethooth용 새시 모드 안테나의 설계)

  • Jung, Kang-Jae;Lee, Byung-Je
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.20 no.9
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    • pp.829-834
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    • 2009
  • In this paper, a HediaFLO/GPS/Bluetooth antenna is designed for mobile handset with metallic chassis. It is consisted of two metal plates with 7.6 mm gap, a connection plate and source between two plates. It can be analyzed as U-slot antenna of $0.5\;{\lambda}$, array of shorted patches each application bands. Simulated and measured performance of the proposed antenna show that it has enough possibility to reuse metallic chassis itself as radiator without any additional space for antenna.

Design and simulation of session synchronization system for Linked Play of Video-on-Demand service in heterogeneous devices (VOD 서비스에서 이종매체간 연결재생을 위한 세션 동기화 시스템의 설계 및 서비스 시뮬레이션)

  • Kim, Seong-Won;Jung, Moon-Ryul
    • Journal of Broadcast Engineering
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    • v.14 no.1
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    • pp.15-27
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    • 2009
  • As various portable digital devices are developed, the space of the TV audience is expanding. We propose a structure of broadcasting control in VOD service in which viewers can resume the viewing of digital broadcasting contents in different devices after they have stopped the viewing to move to another place. Then we design a session and resource management system of VOD for this control. In particular, we design the session management of each consumer and simulate the seamless VOD connection model.

Analysis of Flexible Media Behavior by Dynamic Elastica (Dynamic Elastica에 의한 유연매체의 거동해석)

  • Hong, Sung-Kwon;Jee, Jung-Geun;Jang, Yong-Hoon;Park, No-Cheol;Park, Young-Pil
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.15 no.2 s.95
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    • pp.206-212
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    • 2005
  • In many machines handling lightweight and flexible media, such as magnetic tape drives, xerographic copiers and sewing machines, the media must transit an open space. It is important to predict the static and dynamic behavior of the sheets with a high degree of reliability. The nonlinear theory of the dynamic elastica has often been used to a nonlinear dynamic deflection model. In this paper, the governing equation is derived and simulated by the finite difference method. The parametric cubic curve is applied for defining the guide shape. The dynamic contact conditions suggested by Klarbring is used to predict the direction of the flexible media according to the initial velocity and the friction coefficient. The analysis is also compared to the conventional model, showing that after contacting a $45^{\circ}$ wall, the directions of flexible media of two models are different.

A Study on the Transformal Usage of Architecture Expression Since 1970s (1970년 이후의 건축표현변용방식에 관한 연구)

  • Kim, Yong-Kyu;Park, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.75-84
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    • 2010
  • This study will establish the transformal characteristics of architectural visual information by investigating: how contemporary architects perceive and process multifaceted architectural information via the expression media since 1970s. The purposes and results of this study are summarized as follows: This study established the contemporary transformal characteristics by comparing the expression methods of traditional architects with the transformal characteristics of visual information derived from the contemporary architectural expression media. In a pluralistic information society, the expression methods of the past, which recognize space as a stationary, unidimensional visual point on a drawing surface, is now changing to the mixed, multidimensional expression methods that connect various visual points on a limited drawing surface. Furthermore, the rapid advancement of digital media is changing, from a method which simply arranges visual information, to a flexible visual tool which can process architecture sequentially and simultaneously. As the communication structure of architecture is moving toward an individual-centered two-way communication type, the information delivery method is used to visualize conceptual, inferential information, rather than visualizing realistic information which simply records facts. In the past, multidimensional, non-linear forms could not be processed by the conventional design processes and sketch work, but now they can be expressed via digital media.

A Consideration for Media Performance Using Multimedia Technology (다양한 영상매체를 이용한 미디어 퍼포먼스에 대한 고찰)

  • Choi, Eun-Young;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.345-348
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    • 2010
  • Media is the lifeblood of daily life as well as to relieve people's stress has become a cultural content. And last weekend was born in the historical background and circumstances of performance of works of art from the artist's struggle to escape, was born in. space constraints on performance in order to escape from the work of a number of images were combined. Media performance, as well as IT technology and performance that is added to the artistic fusion of art was positioned as a sector in this paper, we analyze the different effects of visual media, and any images in the media more effectively whether performance was investigated.

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Empirical millimeter-wave wideband propagation characteristics of high-speed train environments

  • Park, Jae-Joon;Lee, Juyul;Kim, Kyung-Won;Kwon, Heon-Kook;Kim, Myung-Don
    • ETRI Journal
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    • v.43 no.3
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    • pp.377-388
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    • 2021
  • Owing to the difficulties associated with conducting millimeter-wave (mmWave) field measurements, especially in high-speed train (HST) environments, most propagation channels for mmWave HST have been studied using methods based on simulation rather than measurement. In this study, considering a linear cell layout in which base stations are installed along a railway, measurements were performed at 28 GHz with a speed up to 170 km/h in two prevalent HST scenarios: viaduct and tunnel scenarios. By observing the channel impulse responses, we could identify single- and double-bounced multipath components (MPCs) caused by railway static structures such as overhead line equipment. These MPCs affect the delay spread and Doppler characteristics significantly. Moreover, we observed distinct path loss behaviors for the two scenarios, although both are considered line-of-sight (LoS) scenarios. In the tunnel scenario, the path loss exponent (PLE) is 1.3 owing to the waveguide effect, which indicates that the path loss is almost constant with respect to distance. However, the LoS PLE in the viaduct scenario is 2.46, which is slightly higher than the free-space loss.

A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • v.18 no.2
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.