• Title/Summary/Keyword: Space media

Search Result 1,372, Processing Time 0.027 seconds

BIM-based visualization technology for blasting in Underground Space (지하공간 BIM 기반 발파진동 영향 시각화 기술)

  • Myoung Bae Seo;Soo Mi Choi;Seong Jong Oh;Seong Uk Kim;Jeong Hoon Shin
    • Smart Media Journal
    • /
    • v.12 no.11
    • /
    • pp.67-76
    • /
    • 2023
  • We propose a visualization method to respond to civil complaints through an analysis of the impact of blasting. In order to analyze the impact of blasting on tunnel excavation, we propose a simulation visualization method considering the mutual influence of the construction infrastructure by linking measurement data and 3D BIM model. First, the level of BIM modeling required for simulation was defined. In addition, vibration measurement data were collected for the GTX-A construction site, terrain and structure BIM were created, and a method for visualizing measurement data using blast vibration estimation was developed. Next, a spherical blasting influence source library was developed for visualization of the blasting influence source, and a specification table that could be linked with Revit Dynamo automation logic was constructed. Using this result, a method for easily visualizing the impact analysis of blasting vibration in 3D was proposed.

A Study on Forecasting for Ubiquitous Space with Analysis of Digital Technology Trends (디지털기술의 동향분석을 통한 유비쿼터스 공간의 미래예측에 관한 연구)

  • In, Chi-Ho;Yi, Soo-Hyun
    • Archives of design research
    • /
    • v.19 no.5 s.67
    • /
    • pp.323-334
    • /
    • 2006
  • The continuous development of digital technology has actualized ubiquitous computing, and the environment of human life has come to face changes. Prediction of the future so that human life may be prepared can be very important. A number of predictions of ubiquitous space are presented, ranging from related professional research to mass media, However, proper analyses and understanding are required to understand ubiquitous space and apply it to design. This study seeks to understand ubiquitous space through analysis of the trend in digital technology from a new perspective, to research cases, and predict the future of ubiquitous space. Human, object, and environment have been set as basic factors as the subjects smoothly exchanges various types of information in the physical space, and the trend in digital technology is analyzed. From a human-oriented perspective, the background and development trend of digital technology has been analyzed under the theme of interaction and interlace. From an object-oriented perspective, an analysis was unfolded under the theme of products' evolvement from radios to robots. From an environment-focused perspective, an analysis has been carried out under the theme of situation recognition, intrinsic factors, and integration and connectivity. By applying the analytic results, the types of studies that predict the future of ubiquitous space and generate concepts have been classified and analyzed into three different types of studies for experiment, industry, and public. In this manner, ubiquitous space has been forecasted. This study seeks a systematic analysis of the understanding of the trends in digital technology and employs a case study of ubiquitous space based on systematic analysis. In consideration of all these, this study is expected to contribute to concept generation and development by designers.

  • PDF

A Study on the Importance and Improvement Direction of Science Communication by Analyzing Articles of the Super Blue Moon (슈퍼블루문 기사 내용분석을 통한 과학 커뮤니케이션의 중요성 및 개선방향 연구)

  • Ah-Chim Sul;Hyoungbum Kim;Yonggi Kim
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.17 no.2
    • /
    • pp.86-101
    • /
    • 2024
  • The purpose of this study is to provide basic data on the importance of accurate scientific communication and the current status of popular astronomy based on science articles that occurred during the so-called Super Blue Moon astronomical phenomenon in August 2023. To this end, the subjects were divided into non-experts, quasi-experts, and experts based on the degree of knowledge of the astronomical universe to investigate the data interpretation ability of astronomical science information and to analyze the causes of errors in the interpretation process through in-depth interviews. We also investigated the favorability and reliability of research institutes that strive to provide scientific information and the media that strive to spread it and also investigated the changes in existing favorability and reliability when incorrect scientific information spreads, as in this case. Although there were differences in the interpretation of scientific information about the astronomical universe depending on the cognitive aspect, the influence of linguistic elements or literacy, which could be called communication, could not be ignored. In particular, it was confirmed that misconceptions inherent in the existing research subjects could be expressed, leading to errors in accurate information interpretation. In addition, after recognizing that errors were included in the spread of scientific information, the subjects' favorability toward research institutes and the media fell 12.30% and 17.58%, respectively, while reliability fell 19.40% for research institutes and 24.49% for media outlets. Regardless of the cause of the error, the importance of providing accurate scientific information is further emphasized, considering that the overall favorability and reliability of both research institutes and the media decline. In order for research institutes and media outlets to spread accurate scientific information about the astronomical universe based on the public's trust, it is necessary to establish a system that can accurately deliver error-free information generated by research institutes related to astronomical space to media or science communicators and to develop a system that quickly retrieves and corrects incorrect scientific information through continuous monitoring.

A Study on the Cultural Industrialization and Content Change Direction of Pyeongsari, a Novel 'Toji (Land )' Background Space (소설 『토지』 배경지 평사리의 문화산업화와 콘텐츠 변화 방향 연구)

  • Choi, You-Hee
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.221-247
    • /
    • 2020
  • This paper examines the meaning of Pyeongsari, the main stage of the novel 'Toji (Land )' and the original experience space engraved in the lives of the characters and suggests the direction of Pyeongsari as a 'Toji (Land )' content platform. Pyeongsa-ri, an imaginary space in the novel, starts from the background of the original work and turns into a representative tourist space for Ha Dong-gun. However, it is necessary to provide cultural experience-type contents that visitors can experience in person. In the original work, Pyeongsari is an ideal community and a symbol of the Korean modern history of suffering and pioneering. Therefore, taking advantage of this meaning, it is necessary to prepare a cultural experience space that shows Confucian culture, women's labor culture, and shamanic culture to draw on visitors' experiences. In addition, the app should be developed in connection with transformed works that have been the driving force behind the reorganization of Pyeongsari, and education and experience spaces using augmented reality are provided on the web. This interaction between digital and reality makes the meaning of the original or transformed works contemporaneous, while contributing to the visitor's own experience. In addition, through this, Pyeongsari can evolve into a cultural experience content platform that reflects the meaning of Korean culture and life. This paper is significant in that it suggests the direction of Pyeongsari's space planning for the 'geography of meaningful places'. In addition, while showing how the imaginary space of the original literary work has reorganized the space of reality, there are implications for the media content of the literary work and the terrain of the culture and arts industry.

Proxy Caching Scheme Based on the User Access Pattern Analysis for Series Video Data (시리즈 비디오 데이터의 접근 패턴에 기반한 프록시 캐슁 기법)

  • Hong, Hyeon-Ok;Park, Seong-Ho;Chung, Ki-Dong
    • Journal of Korea Multimedia Society
    • /
    • v.7 no.8
    • /
    • pp.1066-1077
    • /
    • 2004
  • Dramatic increase in the number of Internet users want highly qualified service of continuous media contents on the web. To solve these problems, we present two network caching schemes(PPC, PPCwP) which consider the characteristics of continuous media objects and user access pattern in this paper. While there are plenty of reasons to create rich media contents, delivering this high bandwidth contents over the internet presents problems such as server overload, network congestion and client-perceived latency. PPC scheme periodically calculates the popularity of objects based on the playback quantity and determines the optimal size of the initial fraction of a continuous media object to be cached in proportion to the calculated popularity. PPCwP scheme calculates the expected popularity using the series information and prefetches the expected initial fraction of newly created continuous media objects. Under the PPCwP scheme, the initial client-perceived latency and the data transferred from a remote server can be reduced and limited cache storage space can be utilized efficiently. Trace-driven simulation have been performed to evaluate the presented caching schemes using the log-files of iMBC. Through these simulations, PPC and PPCwP outperforms LRU and LFU in terms of BHR and DSR.

  • PDF

A Comparative Study on the Regulation System of Public Sphere in the Social Media Space During the Election Campaign (소셜 미디어 관련 온라인 선거 공론장 규제체계 비교연구)

  • Lee, Dong-Hoon;Ryu, Jung-Ho;Jung, Soo-Young
    • Korean journal of communication and information
    • /
    • v.55
    • /
    • pp.74-99
    • /
    • 2011
  • This article tries to find out some regulatory facts to improve and vitalize roles of social media such as facebook, twitter, etc in the election campaign. For this goal, a theoretical approach is based on the agnostic and open aspects of the regulation system of election. Case study and in-depth interview were used as research methods in this article. The results are as follows. First, some differences are in the election regulatory system regarding the roles of social media in UK, US, Japan and Korea. The election public sphere systems of these countries categorized to the types of legal factors to control political communications in election public sphere; free-speech oriented system(UK. US), limited free-speech oriented system(Korea), normative-oriented system(Japan). Second, most respondents answered they agreed with some improvement ideas to reflect needs of netizen and academic who suggest to minimize regulatory burdens on social media in the political communication during the election campaign.

  • PDF

A Theory of Intermediality and its Application in Peter Greenaway's (상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로)

  • PARK, Ki-Hyun
    • Cross-Cultural Studies
    • /
    • v.19
    • /
    • pp.39-77
    • /
    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.562-571
    • /
    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A Study on Strategic Alliances between Terrestrial Broadcasters and Content Start-ups with a Focus on KBS LABS (지상파방송사와 콘텐츠 스타트업의 전략적 제휴에 관한 연구: 'KBS LABS'를 중심으로)

  • Park, Hee Bong
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.644-657
    • /
    • 2019
  • This study examines the types of strategic alliances formed between terrestrial broadcasters and content start-ups, their resource inter-dependence and the dynamic evolution of their relationship through a case study of KBS Labs, a strategic alliance between KBS and content start-ups. Mergers, acquisitions and strategic alliances sought by large media companies or strategic alliances made only between disparate providers in broadcasting and telecommunications industries are now actively pursued by traditional media and start-ups. The alliances between traditional media and start-ups are beneficial to both parties: traditional media can quickly implement start-ups' innovative ideas and business models and start-ups can tap into not only vast amounts of content being created by or in the archives of traditional media but also their capital, office space and reputation. Therefore, the case study of KBS Labs will help draw out important implications for motivating strategic alliances between traditional media and start-ups. To this end, the resource-based view and the evolutionary theory of the firm are adopted to explore the characteristics and development process of the KBS Labs business.

A Real Time 6 DoF Spatial Audio Rendering System based on MPEG-I AEP (MPEG-I AEP 기반 실시간 6 자유도 공간음향 렌더링 시스템)

  • Kyeongok Kang;Jae-hyoun Yoo;Daeyoung Jang;Yong Ju Lee;Taejin Lee
    • Journal of Broadcast Engineering
    • /
    • v.28 no.2
    • /
    • pp.213-229
    • /
    • 2023
  • In this paper, we introduce a spatial sound rendering system that provides 6DoF spatial sound in real time in response to the movement of a listener located in a virtual environment. This system was implemented using MPEG-I AEP as a development environment for the CfP response of MPEG-I Immersive Audio and consists of an encoder and a renderer including a decoder. The encoder serves to offline encode metadata such as the spatial audio parameters of the virtual space scene included in EIF and the directivity information of the sound source provided in the SOFA file and deliver them to the bitstream. The renderer receives the transmitted bitstream and performs 6DoF spatial sound rendering in real time according to the position of the listener. The main spatial sound processing technologies applied to the rendering system include sound source effect and obstacle effect, and other ones for the system processing include Doppler effect, sound field effect and etc. The results of self-subjective evaluation of the developed system are introduced.