• Title/Summary/Keyword: Space media

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The Interactive Window Interface reflecting external environment information (외부 환경 정보 반영 대화형 창문 인터페이스)

  • Kim, Da-Eun;Lim, Chan
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.107-113
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    • 2019
  • The highest percentage of single-person households is older than 60. Many of them live in dilapidated residential space because they are in difficult economic situations. The windows of them often don't exist or don't function properly as windows. As a result, they are suffering from social problems such as depression, solitude. This paper proposes an interactive window interface that reflects external environmental information for older people in their 60s or older of one household living in a dilapidated residential space. This content utilizes an inexpensive TV or PC monitor that doesn't require extra space and cost. Recognizing a user's hand through intuitive touch-sensing technology, which doesn't require much help from older people, this content provides weather videos and temperature information that reflect current external environment. Alert notification sound and SMS service are provided in preparation for more critical user emergencies. This content enables users to feel emotional stability and respond quickly to emergencies.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

Information Politics of Ukraine in the Field of Freedom of Conscience in a Pandemic

  • Mykola, Palinchak;Dobrodum, Olga;Khrypko, Svitlana;Gold, Olga;Ostashchuk, Ivan;Vlasenko, Inna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.222-228
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    • 2022
  • In today's era of digital technologies, the problem of religious communication in the cyberspace is being actualized, since the globality and accessibility of the WWW makes it one of the most effective and promising channels for transmitting various kinds of messages, including those of a religious nature. Today, religious organizations and movements pay the closest attention to the virtual media space, not only using it to attract new followers, but also for religious PR, image-making and branding, informing the world about themselves through news from the life of the organization and its followers. An equally important form of electronic communication in the online sphere is currently the interaction of various religious movements and religious cultures in general, or the dialogue of confessions in particular. Research in the digital space makes it possible to identify important trends in religious spheres based on the analysis of the flow of information on the Internet, to demonstrate the specifics of individual media outlets and the consequences of their activities for interreligious dialogue, to study the role of the Internet in changing religious beliefs, the possibility of changing religious identity, retrospective development of religious enlightenment at the turn of the century, to determine the vectors of possible interreligious interaction and discuss the role of digital technologies in the work of religious structures, to state the need to continue an active dialogue between representatives of religious movements, to hold expert seminars on interreligious dialogue on a regular basis, and to record the risks generated by the digital space. Thus, the coronavirus pandemic served as a background and context, a litmus test and a catalyst for accelerating and intensifying interreligious, interfaith dialogue and dialogue between religious organizations and society.

A study on intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
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    • v.2 no.2
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    • pp.1-6
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    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

Design of ToF-Stereo Fusion Sensor System for 3D Spatial Scanning (3차원 공간 스캔을 위한 ToF-Stereo 융합 센서 시스템 설계)

  • Yun Ju Lee;Sun Kook Yoo
    • Smart Media Journal
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    • v.12 no.9
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    • pp.134-141
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    • 2023
  • In this paper, we propose a ToF-Stereo fusion sensor system for 3D space scanning that increases the recognition rate of 3D objects, guarantees object detection quality, and is robust to the environment. The ToF-Stereo sensor fusion system uses a method of fusing the sensing values of the ToF sensor and the Stereo RGB sensor, and even if one sensor does not operate, the other sensor can be used to continuously detect an object. Since the quality of the ToF sensor and the Stereo RGB sensor varies depending on the sensing distance, sensing resolution, light reflectivity, and illuminance, a module that can adjust the function of the sensor based on reliability estimation is placed. The ToF-Stereo sensor fusion system combines the sensing values of the ToF sensor and the Stereo RGB sensor, estimates the reliability, and adjusts the function of the sensor according to the reliability to fuse the two sensing values, thereby improving the quality of the 3D space scan.

The Ammonia Removal Capacity of a Few Kinds of Filter Media in a Water Reuse quaculture System (순환 여과식 양식 시설에 이용될 수종의 여과 재료의 효능에 관한 연구)

  • KIM In-Bae;KIM Pyong-Kih;CHEE Young-Ok
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.20 no.6
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    • pp.561-567
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    • 1987
  • The purpose of this study was to find out the removal capacity of harmful ammonia by different filter media in the submerged biological filters in a given space of chamber. Four materials, pile cloth, corrugated skylight roofing plate, embossed plastic plate, and gravel, were used as the experimental filter media. Each filter medium was placed in two aquariums, each aquarium measuring $90cm\times60cm\times60cm\;(depth)$. Under the normal operating condition, the average of mean ammonia removal rates during the first and second functioning periods by each filter material which occupied tile space in the filter chamber (aquarium) was as follows: 1. Pile cloth: $8.381\;g{\cdot}m^{-3}.\;day^{-1}$ 2. Corrugated skylight roofing plate: $7.834\;g{\cdot}m^{-3}.\;day^{-1}$ 3. Embossed plastic plate: $7.797\;g{\cdot}m^{-3}.\;day^{-1}$ 4. Gravel: $7.051\;g{\cdot}m^{-3}.\;day^{-1}$ Thus, there were no significant differences between the media, but at the time of practical application of these materials, some other factors such as investment cost, easiness for the removal of excess detritus accumulated in tile interstices of filter media, etc. should be fallen into consideration. When large units are required, in particular, removal of excess detritus from tile gravel bed is extremely difficult, and in case of pile cloth filters the installation work is much complicated and a problem in supporting the structure when drained also exists. In these respects, corrugated skylight roofing plate and embossed plastic plate seem to be more optimal, but again in practice the local situation for the availability and the price of the materials should be rechecked and the fitness of tile materials in the particular filter chambers under use or under consideration for construction must be taken into account.

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Mediating Roles of Attachment for Information Sharing in Social Media: Social Capital Theory Perspective (소셜 미디어에서 정보공유를 위한 애착의 매개역할: 사회적 자본이론 관점)

  • Chung, Namho;Han, Hee Jeong;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.101-123
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    • 2012
  • Currently, Social Media, it has widely a renown keyword and its related social trends and businesses have been fastly applied into various contexts. Social media has become an important research area for scholars interested in online technologies and cyber space and their social impacts. Social media is not only including web-based services but also mobile-based application services that allow people to share various style information and knowledge through online connection. Social media users have tendency to common identity- and bond-attachment through interactions such as 'thumbs up', 'reply note', 'forwarding', which may have driven from various factors and may result in delivering information, sharing knowledge, and specific experiences et al. Even further, almost of all social media sites provide and connect unknown strangers depending on shared interests, political views, or enjoyable activities, and other stuffs incorporating the creation of contents, which provides benefits to users. As fast developing digital devices including smartphone, tablet PC, internet based blogging, and photo and video clips, scholars desperately have began to study regarding diverse issues connecting human beings' motivations and the behavioral results which may be articulated by the format of antecedents as well as consequences related to contents that people create via social media. Social media such as Facebook, Twitter, or Cyworld users are more and more getting close each other and build up their relationships by a different style. In this sense, people use social media as tools for maintain pre-existing network, creating new people socially, and at the same time, explicitly find some business opportunities using personal and unlimited public networks. In terms of theory in explaining this phenomenon, social capital is a concept that describes the benefits one receives from one's relationship with others. Thereby, social media use is closely related to the form and connected of people, which is a bridge that can be able to achieve informational benefits of a heterogeneous network of people and common identity- and bonding-attachment which emphasizes emotional benefits from community members or friend group. Social capital would be resources accumulated through the relationships among people, which can be considered as an investment in social relations with expected returns and may achieve benefits from the greater access to and use of resources embedded in social networks. Social media using for their social capital has vastly been adopted in a cyber world, however, there has been little explaining the phenomenon theoretically how people may take advantages or opportunities through interaction among people, why people may interactively give willingness to help or their answers. The individual consciously express themselves in an online space, so called, common identity- or bonding-attachments. Common-identity attachment is the focus of the weak ties, which are loose connections between individuals who may provide useful information or new perspectives for one another but typically not emotional support, whereas common-bonding attachment is explained that between individuals in tightly-knit, emotionally close relationship such as family and close friends. The common identify- and bonding-attachment are mainly studying on-offline setting, which individual convey an impression to others that are expressed to own interest to others. Thus, individuals expect to meet other people and are trying to behave self-presentation engaging in opposite partners accordingly. As developing social media, individuals are motivated to disclose self-disclosures of open and honest using diverse cues such as verbal and nonverbal and pictorial and video files to their friends as well as passing strangers. Social media context, common identity- and bond-attachment for self-presentation seems different compared with face-to-face context. In the realm of social media, social users look for self-impression by posting text messages, pictures, video files. Under the digital environments, people interact to work, shop, learn, entertain, and be played. Social media provides increasingly the kinds of intention and behavior in online. Typically, identity and bond social capital through self-presentation is the intentional and tangible component of identity. At social media, people try to engage in others via a desired impression, which can maintain through performing coherent and complementary communications including displaying signs, symbols, brands made of digital stuffs(information, interest, pictures, etc,). In marketing area, consumers traditionally show common-identity as they select clothes, hairstyles, automobiles, logos, and so on, to impress others in any given context in a shopping mall or opera. To examine these social capital and attachment, we combined a social capital theory with an attachment theory into our research model. Our research model focuses on the common identity- and bond-attachment how they are formulated through social capitals: cognitive capital, structural capital, relational capital, and individual characteristics. Thus, we examined that individual online kindness, self-rated expertise, and social relation influence to build common identity- and bond-attachment, and the attachment effects make an impact on both the willingness to help, however, common bond seems not to show directly impact on information sharing. As a result, we discover that the social capital and attachment theories are mainly applicable to the context of social media and usage in the individual networks. We collected sample data of 256 who are using social media such as Facebook, Twitter, and Cyworld and analyzed the suggested hypotheses through the Structural Equation Model by AMOS. This study analyzes the direct and indirect relationship between the social network service usage and outcomes. Antecedents of kindness, confidence of knowledge, social relations are significantly affected to the mediators common identity-and bond attachments, however, interestingly, network externality does not impact, which we assumed that a size of network was a negative because group members would not significantly contribute if the members do not intend to actively interact with each other. The mediating variables had a positive effect on toward willingness to help. Further, common identity attachment has stronger significant on shared information.

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The Characteristics of Light in Digital Space (디지털공간에 있어서 빛의 특성)

  • 홍승대
    • Archives of design research
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    • v.15 no.4
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    • pp.77-86
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    • 2002
  • 3D computer applications provide various functions such as modeling, rendering, animation, lighting and so on. Lighting is the core element in that light visualizes shape and develops characteristics of surface. In spatial design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. The purpose of this study is to define the characteristics of lighting in digital space provided by the computer, based on the fact that physical space cannot be separated from digital space, and to show how light in the physical realm relates to computer graphics technologies. This study shows there are following characteristics of light in digital space; iconic light, modifiable surface, shadowless light, 2-dimensional perception, and the particulate aspect of light but not the wave aspect of light. Light in physical or digital space is capable of producing a visual sensation. The experimental space can be realized due to the lack of physics. Further study in new illumination procedures are required as computer media expands.

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A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.333-339
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    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.