• Title/Summary/Keyword: Space media

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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 Spatial Application of Digital Modulation Patterns - Focusing on generating digital patterns - (디지털 패턴의 생성과 공간적용방법 연구 - 디지털패턴의 생성을 중심으로 -)

  • Park, Jeong-Joo
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.100-111
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    • 2010
  • 'Pattern' is the term that is frequently used in the aspects of history, society, and science. It always appears in the remains or relics of the age of civilization when recording was started, and its evaluation and value differ by time. Patterns in the ancient civilization were symbolic, social, and spatially crucial. However, after the modernization, they were considered to be immoral and unnecessary, so the range of their significance came to reduce. Due to the development of science, ornament patterns lost the limitation of its range of use along with new interpretation of them. Especially with the advent of new scientific theories such as the evolution theory from the biological aspect, quantum mechanics, and super string theory, morphological possibilities more than the human scale perceived by men came to be discovered. Living organisms maintain their lives through patterns, structures, and processes in order to produce a system alive. Among them, patterns are the organization of relations determining the characteristics of the system. The present patterns may correspond to this meaning. The pattern in a space is the matter of how to relate the components after all. In a space, however, there are numerous components mingled with one another. If these tasks are conducted as analogue work, it will take a lot of time and effort. However, if digital media are utilized to perform the tasks like analysis, generation, or fabrication, it will produce a result with higher precision and efficiency. In this sense, parametric modeling is quite useful media. Opening morphological variation, it realizes more possibilities, connects conveniently the relations between complex components composing a space, and helps produce creative patterns.

A Study of Applied Digital Media in Street Environmental Design (가로환경디자인에 있어서 디지털미디어의 활용에 관한 연구)

  • Lee, Hyuk-Soo;Hong, Kwan-Seon
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.115-124
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    • 2005
  • Fast developing digital technology is Having an enormous societal influence, creating a porous new world without boundaries. This phenomenon applies to a whole range of fields, including culture, politics and even our daily lives. Urban Street cannot be excluded from this world-transforming change. Digital technology is changing the physical structure, growing patterns, function and role of the Urban Street. As a result, Urban Street should now be freeing themselves from the old-world functionalism, which has been pursued uniformly under the names of rationality and efficiency. We have, then, to think about the culture of the Digital Urban Street,'that is, the digital life style, which is tangibly generated in the concrete city space, and which must be prepared for further digitalization. This paper argues that the street must be understood as a communications centre, because digital technology has created a new communications style. Also, this paper focuses on how the physical environment of Urban Street will evolve with regard to both function and appearance. In conclusion, studying the ubiquitous space, it also looks at how existing urban planning and space design should lead to the further development of Urban Street using digital technology, as well as to the role this technology will have in the future.

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Cuts and Frames as the Segmented Formation of Time and Space : From Prehistory Picture to Hypertext (시간과 공간의 분절(分節)형식으로서의 칸과 틀 : 선사화(先史畵)에서 하이퍼텍스트까지)

  • Lee, Soon-Gu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.1-17
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    • 2005
  • The image that reflects the lapse of time can only take the form of segmentation originally. All of the fixation status in an image is shown to us as the form of division(segmentation) whether it is the form of two dimensional paintings or three dimensional sculptures, but not the form of video monitors. This kind of method was extremely developed in the cartoon field. Therefore, the cartoon evolves the subjects of events and finds the worth and meaning through the arrangement of cuts. Also, Animation inquires into the principles of attaching the media continuously. The media is represented in the segmentation according to the lapse of time and I tend to analyze the origination of cartoon formation. Consequently, I tired to find the examples of the prehistoric cuts and forms, the divisions of fragmented cartoon stripes, and the cuts and forms which are composed of narrative and descriptive styles of arrangement, and finally can certify and validate them. In summary, the sections and divisions of the variable kinds of cuts and frames for the expression of the time were corroborated. The potentials of the space usage and the diversity of the cartoon formation were also founded and illustrated to suggest the broader stands of cartoon.

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Effect of Aeration Intensity on Simultaneous Nitrification and Denitrification Efficiency in the Submerged Moving Media Biofilm Process (완전침지형 회전매체 생물막 공정에서 포기강도 조절이 동시 질산화/탈질 효율에 미치는 영향)

  • Kim, Jun-myoung;Lee, Sang-min;Lim, Kyeong-ho;Kim, Il-gyou;Kang, Ho
    • Journal of Korean Society on Water Environment
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    • v.24 no.3
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    • pp.273-279
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    • 2008
  • Space separation method that use independent reactor for nitrification and other reactor for denitrification has been commonly used for biological nitrogen removal process like $A^2O$ process. However, this method needs large space and complicate pipelines and time separation method such as SBR process have a difficulty in continuous treatment. Thus biological nitrogen removal process which is capable of continuous treatment, easy opeation and space saving is urgently required. In this research, submerged moving media was used for a biofilm process and suspended sludge was used for biological nitrogen removal at the same time. In particular DO environment by controlling air flow rate was investigated for simultaneous nitrification/denitrification. Total nitrogen removal in aeration rate more than $67L/min{\cdot}m^3$ showed 51~53% and rose to 65%, 70% and 78% in $50L/min{\cdot}m^3$, $58L/min{\cdot}m^3$ and $25L/min{\cdot}m^3$ respectively. Total phosphorus removal was very low about 10~20% more than $67L/min{\cdot}m^3$ aeration rates. But total phosphorus removal roses when reduces aeration rate by $58L/min{\cdot}m^3$ low and it showed total phosphorus removal of 72% in aeration rate $25L/min{\cdot}m^3$.

Brand extension strategies for Efficient utilization on office space -A Study on Brand extension of Starbucks- (효율적 사무공간 활용을 위한 브랜드확장 전략 -스타벅스를 중심으로-)

  • Park, Jung Hoon;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.299-304
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    • 2018
  • Brand Extension is a leading marketing strategy that makes use of brand assets, and it aims to see the success of a new product of a brand by utilizing the level of consumers' brand awareness, loyalty, resemblance, and image. However, the review of previous studies revealed that there were cases of fashion brands extending into coffee brands, but not vice versa. The study aims to suggest a new proposal to extend the coffee brand, the most preferred brand by consumers, to an effective office space service. It proposes making a napping and working area for the working Starbucks lovers who often go business trips and like to work in a private space. The researcher expects that the study will inform about the efficient manner to use office spaces including shared service and area.

Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

Content-based Image Retrieval Using HSI Color Space and Neural Networks (HSI 컬러 공간과 신경망을 이용한 내용 기반 이미지 검색)

  • Kim, Kwang-Baek;Woo, Young-Woon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.2
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    • pp.152-157
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    • 2010
  • The development of computer and internet has introduced various types of media - such as, image, audio, video, and voice - to the traditional text-based information. However, most of the information retrieval systems are based only on text, which results in the absence of ability to use available information. By utilizing the available media, one can improve the performance of search system, which is commonly called content-based retrieval and content-based image retrieval system specifically tries to incorporate the analysis of images into search systems. In this paper, a content-based image retrieval system using HSI color space, ART2 algorithm, and SOM algorithm is introduced. First, images are analyzed in the HSI color space to generate several sets of features describing the images and an SOM algorithm is used to provide candidates of training features to a user. The features that are selected by a user are fed to the training part of a search system, which uses an ART2 algorithm. The proposed system can handle the case in which an image belongs to several groups and showed better performance than other systems.

A Study on the status and the necessity of Space Configuration and Exhibit Method for Safety Experience Hall - Focused on Citizen Safety Experience Hall for the adult education center - (안전체험관 공간구성과 전시매체의 현황조사 및 필요성에 관한 연구 - 시민안전체험관의 성인 교육을 중심으로 -)

  • Li, Ying-Hua;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.144-153
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    • 2012
  • This study analyzed and investigated problems of local safety experience halls' spatial structure and media status. Improvements would be suggested after comprehending the need to execute safety education based on citizen's satisfaction and requests. Contents of safety experience space concept, display characteristics and types applied to local institution were analyzed. Safety experience centers with systemized protocols that opened after 2003 and were bigger than $5,000m^2$ were selected. We had three candidates and they were Seoul Gwangnaru Safety Experience Center, Boramea Safety Experience Center and Daegu Safety Theme Park. Going through checklists and interviewing official institutions that were in charge of safety hall educations helped comprehension of sample space status and detailed experimental presentation media. A survey was created based on this study and was distributed to users and non-users of safety experience halls. The survey consisted of general questions covering situations, awareness, level of interests, frequency and satisfaction level. The results were extracted with SPSS 18.0 through frequency analysis and cross tabulations. This research improvements through synthesized contemplation. For the resuits First, various experimental programs need to be supplemented in order to prevent accidents. Second, vivid experimental spaces need to be planned for active participation and users should be fully aware of safety hazard through education. Third, there weren't enough institutions compared to the education needs. Promoting and building more safety experience halls are dire. Finally, these suggestions of the results will be distributed in the planning of the exhibit hall.

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Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.