• 제목/요약/키워드: Space media

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Giant plunging ranula: a case report

  • Kim, Seong-Ha;Huh, Kyung-Hoe;An, Chang-Hyeon;Park, Jin-Woo;Yi, Won-Jin
    • Imaging Science in Dentistry
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    • v.43 no.1
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    • pp.55-58
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    • 2013
  • A ranula is a bluish, transparent, and thin-walled swelling in the floor of the mouth. They originate from the extravasation and subsequent accumulation of saliva from the sublingual gland. Ranulas are usually limited to the sublingual space but they sometimes extend to the submandibular space and parapharyngeal space, which is defined as a plunging ranula. A 21-year-old woman presented with a complaint of a large swelling in the left submandibular region. On contrast-enhanced CT images, it dissected across the midline, and extended to the parapharyngeal space posteriorly and to the submandibular space inferiorly. Several septa and a fluid-fluid level within the lesion were also demonstrated. We diagnosed this lesion as a ranula rather than cystic hygroma due to the location of its center and its sublingual tail sign. As plunging ranula and cystic hygroma are managed with different surgical approaches, it is important to differentiate them radiologically.

A Study on the Effects of Interactions Among Participants of Cyber Education (사이버강의 참여자들의 상호작용이 교육효과에 미치는 영향)

  • Park, Chy-Gwan;Park, Jun-Byung;Lee, Jun-Woo
    • Journal of Information Technology Applications and Management
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    • v.14 no.3
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    • pp.179-197
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    • 2007
  • This paper analyzed the effects of interactions among participants on the satisfaction and commitment of cyber education. Even if the quality of interactions in cyber education may not be so good as that of interactions in face to face education. various kinds of interactions could be introduced in cyber education. An email or Q/A between lecturer and students could be a good way to compensate the deficiency of cyber education. Common News Boards or Discussion Rooms among students themselves are also a powerful means to learn each other in cyber space. The result of this study shows that as interactions among participants increase. satisfaction and commitment of the lecture also increase. This study also analyzed how cyber educational effects differs as interaction type changes in space dimension and time dimension. The result shows interactions in the same cyber space such as News Board brings more desirable outcome than those in the different cyber space. But the effects of interactions classified by time dimension does not show statistically significant differences.

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The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.65-76
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    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

Examining the Current Status Quo of Children's Science Exhibits and Exploring the Direction of Development in Children's Science Museum Exhibition (국내 어린이 중심 과학전시 현황 파악 및 발전방향 모색)

  • Jeong, Da-Hye;Park, Young-Shin
    • Journal of the Korean earth science society
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    • v.38 no.6
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    • pp.448-463
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    • 2017
  • The study aims to suggest the direction of improvement in presenting the exhibition space by examining the current status quo of children's science exhibitions in order to enhance the educational effectiveness Children's Science Museum. For this purpose, the children's science museum exhibition and exhibition space were categorized into three themes largely according to the exhibition contents, and an analysis framework was developed to analyze exhibition media and exhibition space. For the research subjects, we selected 7 exhibition halls targeted at children in Korea, collected data via video-taping, and analyzed based on the framework of analysis. When analyzing the display situation in which the exhibits have the contents of 'body', 'peripheral things', and 'natural phenomena', we found that the exhibits are composed of too difficult contents to understand, which do not fit the children's developmental level, and the major media used are observational and explaining media. Additionally, concerning the exhibition space, there is a tendency to rely on the installation elements and color effect. It is also difficult to deduce the contents of the exhibits and the entire story. We suggest that the entire exhibition planning be carefully made from the beginning to improve the current status and enhance the educational effectiveness of the Children's Science Museum with the help of experts.

Technology to create a 360-degree panorama of a square room using a single projector and a hemispherical mirror (1대의 프로젝터와 반구형 반사경을 이용한 사각방 360도 파노라마 생성 기법)

  • Lee, Jung-jik;Park, Yoen-yong;Lee, Yun-sang;Lee, Jun-yuep;Jung, Eun-yeong;Yu, Rim;Kang, Myongjin;Jung, Moon-ryul
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.133-142
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    • 2020
  • In this research, we describe the method of implementing a 360-degree panorama using one projector, in terms of hardware and in the production of projected pre-distortion images. We propose a method of installing a projector and a reflector on the central ceiling of the space to minimize the shadows generated based on the position of the spectators. We used a virtual camera and virtual space where the projector and hemisphere positions were set to the same as in the exhibition space in Unity. After the image projected on the screen was mapped on the wall of the virtual space, the pre-distortion image was created by the method of capturing from the virtual camera using the ray tracing technique. When the produced pre-distortion image is hemispherical reflected and projected by the projector installed at the same position as the virtual camera, the image is reflected and projected 360 degrees on the panoramic screen.

A Study on the Spatial Characteristics Shown in New York Five and Baroque Architecture - Focused on the Comparative Analysis of the Double Layer of New York Five Architecture and the Dome Structure with Double Shell of Baroque Architecture - (뉴욕5건축과 바로크건축에 나타난 공간특성에 관한 연구 - 뉴욕5건축의 겹구조와 바로크 건축의 이중표피 돔 구조의 비교분석을 중심으로 -)

  • Han Myoung-Sik
    • Korean Institute of Interior Design Journal
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    • v.14 no.2 s.49
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    • pp.63-71
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    • 2005
  • The dome structure has been treated in two layers among the techniques that have formed the space in Baroque architecture and the light used to be manipulated to create the openness of space and the fantasy of atmosphere. Such an expression technique has influenced on the expression of space in the architecture of New York Five in the 1960s to 1970s and the concept of multiple space embellished with various layers has appeared in the architectural concept of New York Five; meanwhile, the common meaning with the technique of double layers and the ways of phenomenal expressions that have recognized the existence of space in the Baroque period has been achieved through the light, immaterial organism. It means that the existing concept of light limited simply to the plane elements of brightness and darkness has been treated as a formative element that has defined and adjusted the visual expansion and reduction of the space Itself and special existence and has been used as an element of the media of spatial structure. In addition, these elements have been treated as another solution for the emotional aspects of space. Therefore, this study compares the plastic and formative meaning of the Baroque architecture with that of New York Five in terms of the relation between space and light and examines them; in doing so, it will give a clue to understand various and new space expression techniques to many architects and space designers who have led modern architecture.

A Study on the Space Production Techiqueds and the Planning Process for Designing a Science Museum-using the sample case of design a marine science museum- (과학관 전시디자인에 있어서 연출기법과 디자인기획과정에 관한 연구-수산 과학관 전시기획 과정을 사례로 하여-)

  • 신문영
    • Archives of design research
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    • v.11 no.1
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    • pp.43-52
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    • 1998
  • In reflection of the current trend of times requiring the harmonization of nature, human being and scientific technologies, science museum has become more and more familiar to public and demand on it is also increasing. Information on the culture of science and technology is an engine for exploiting the future, particularly in the industrialized, informationalized and specialized society. Thus the science museum, the function of which is to convey such information, should be planned with the purpose of active and progressive communication. This purpose of planning can be achieved through well established process of the exhibition space production. This study focuses on the importance of the exhibition space production in the design of the science museum and proceeds as follows. 1. The concept of the exhibition space production is established following the review of function and the role of science museum. 2. The methods and the media used in the exhibition space production are suggested and the case study is made. 3. The scenarios for the exhibition space production planning are suggested and the effect and importance of the space production is enlightened. The result of this study shows that the space production increases the effectiveness of the exhibition in the science museum and that space production process should be reflected in planning the project.

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Protective Way Improvement of a Crime Victim's Rights of Portrait (범죄 피해자의 초상권보호 개선방안)

  • Joen, Chan-Hui
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.286-298
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    • 2009
  • Became large a problem we were productive movement of information became large and occurring to diffusions of development of public media and Internet use. While the Internet became a generalization, public media had more influences and risks, and a crime to abuse anonymity became large in cyber space. In addition, damage is becoming expanded reproduction that infringe of ' crime victim's rights of portrait'. The point that is most important in order to improve these points is recognition regarding the special situation of crime victim, and the ethic consciousness and independent operation regulation and regulation system that these point was taken into consideration in the public media and Internet operation that are an information producer is necessary, and Internet portal shall be included like Internet newspapers to the arbitration object of the Press Arbitration Commission. Also, a legal system regarding personal responsibility shall have for protection of a crime victim's rights of portrait by personal information activity for protection in cyber space. Suggest to a portrait of a crime victim, and an individual and social rights security effort are required for activation regarding an infringement relief system.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

The Problem of multi-dimension communication and 21st century Media Art (21세기 다차원 커뮤니케이션과 매체예술의 문제)

  • Park Ki-Woong
    • Journal of Science of Art and Design
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    • v.3
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    • pp.5-32
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    • 2001
  • At the beginning of 21st Century, human desire of communication is forwarding to the Cosmos The way of Communication is going to be not by simple methodology but by the complicated methodology with high technology. It will not be monologue communication but be interactive communication, that will make intelligence Infra, which could be able to communicate from the location of information is present to which is not present; and the multi-media which will be able to solve the technical problems of these communication; will be developed continually. In the genre of plastic art, there are no exception in these changedness. More developed and proceed to develope intermedia could be able of intercommunication. The more development of technology could be able to the more development of new plastic art. Furthermore the development of science make the genre of art to be changed. There are no exception of this changedness in any part of society, The art always has been guided by the person who has proceeding idea for new value. The 21st century plastic art will be in the procedure of the intercommunication. Human-being's concern is to communicate with Universe, and that will be multi-dimension$(4{\cdot}5{\cdot}6{\cdot}7{\cdots}dimension)$ communication beyond our usual recognition. To conjoin this, the possibility of cyber space expressing is going to be considered, and the way is being done by the development of the Media Art, which is able to go and back to the cyber-space. And the message will be so complicate beyond our recognition. Because we will need to communicate with various newly-built vocabulary, so we need to magnify the repertories of new vocabulary.

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