• Title/Summary/Keyword: Space media

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A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

A Study on the Analysis of the Configuration and Properties of University Campus Cores through Space Syntax (공간구문론을 이용한 대학교 캠퍼스 코어의 공간구조 유형 및 특성 분석)

  • Lee, Dong-Joo;Ko, Eun-Hyung
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.6
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    • pp.13-20
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    • 2009
  • The purpose of this study is to analyze the configuration and properties of university campus cores for systematic approach and planning through space syntax based on master plans of 55 universities in Korea. The results of this study showed that: first, the campus cores were classified into 10 types through axial map analysis. They were '一 type', '二 type', 'ㄱ type', 'T type', '+ type', 'radiation type', 'grid type', 'polygon type', 'tree structure type' and 'combination type'.(table 7) The frequency of '一 type' was the highest by 27.2%, and 'radiation type' was the next by 14.5%; second, the integration value was 2.03(+ type), te90(grid type), te75(ㄱ type), te74(一 type), te67(二 type), te63(T type), te46(polygon type), te347(tree structure type) and te343(radiation type).(table 9) We could categorize the 'radiation type' and the 'tree structure type' as the first group, the 'polygon type' as the second group, the 'T type', the '二 type', the '一 type', and the 'ㄱ type' as the third group, the 'grid type' as the fourth group, the '+ type' as the fifth group; third, cases that the integration value of access road was very low(58.2%) was much more frequent than that of very high(32.7%); fourth, the most important space in the campus core were as follows: library and media center(18.1%), administration buildings and headquarters(15.7%), student center(15.7%), lecturing building(13.9%), streets and squares(13.3%).

Interpreting the Characteristics and the Meanings of Urban Spaces as the Background of Films - Focusing on Korean Films from 1960's - (영화 배경으로서의 도시 공간의 특징과 의미 해석 - 1960년 이후의 한국영화를 중심으로 -)

  • Seo Young-Ai;Zoh Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.1 s.114
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    • pp.69-80
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    • 2006
  • The purposes of this study are to analyze the meanings of urban spaces which are the background of the Korean films, and to capture the interactions of ordinary culture and urban spaces. By reading urban spaces through films, it is possible to understand the variety of experiences that are hardly captured with direct eyes, specific and vivid urban images, and various events formed by the interactions of spaces and people. The scope of the study is the urban spaces revealed in Korean films portraying cities after the 1960's as their settings, and the total of 18 films was selected with every $4{\sim}5$ films for each time stage. With the selected films, analytical meanings were developed with considering three aspects; 1) phylogenetic meaning that simply reflects social-cultural and historical background, 2) the outer strum meaning that concerns the situation of special background and film scene, and 3) metaphorical and metanymic meaning on films. According to the appearance frequency, spatial backgrounds of film scenes are mainly alleys, main streets, railroad, loft, and riverside. And then the connection between spaces and meaning clusters was grasped, and reflected meanings were derived for every spaces. And the meaning of urban space in films was analyzed based on the meaning of developments and outer stratum. The fundamental characteristics and feelings of people in media such as films are more emphasized than in real world. Urban space is not considered as a simple visible shell, but is recognized as 'a real situation' created by people. The intension of this study was to open the possibility of the various views of urban spaces. The construction of the urban space should be approached from a perspective of creating new places at where the space and human beings interact with considerations of stories of various human lives. I hope new vistas can be opened up for the research subjects and methodologies about the hereafter study of urban spaces through the mutual communications with various adjacent regions including films.

A Study on the Dépaysement of the Animation (애니메이션에 있어서 데페이즈망에 관한 연구)

A Study on the Reflect of the Locality and the Multiculturalism in the Local Broadcasting (지역방송의 지역성 및 다문화주의 반영에 관한 연구)

  • Hong, Sook-Yeong
    • Journal of Digital Convergence
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    • v.6 no.3
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    • pp.149-158
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    • 2008
  • This study identifies the present status of multicultural broadcasting programs as multicultural phenomenon is spreading throughout Korean society and it discusses how a local broadcasting has to reflect locality and multicultural characteristic. A notion on the local of multimedia and multichannel time is expanding as a concept of emotional and psychological territory over geographical space. Therefore the locality should reflect attachment and interests of its members as well as disseminating multicultural reality. A locality for broadcasting should accept differences, reflect a cultural diversity, and satisfy its dynamics. The purpose of this study is to inquire whether a local broadcasting is performing its function as a local press and a place forpublic opinions by examining how they reflect reality of local, where an inflow of Immigrants and their cultures are altering the place as a multicultural society, and what Programs they propose. This study also presents media education for immigrants, revitalization of community, multicultural education about local citizens, and practical use of multicultural contents and small output radio as a source of supply for local broadcasting program in order to harmonize production of multlcultural media contents In local society.

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Development and Applications of Infinite Elements for Dynamic Soil-Structure Interaction Analysis (동적 지반-구조물 상호작용해석을 위한 무한요소법의 개발 및 응용사례)

  • Yun, C.B.;Yang, S.C.;Kim, J.M.;Choi, J.S.;Kim, D.K.;Seo, C.G.;Chang, S.H.;Park, K.L.
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.14-19
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    • 2008
  • This paper presents dynamic infinite element formulations which have been developed for soil-structure interaction analysis both in frequency and in time domains by the present authors during the past twenty years. Axisymmetric, 2D and 3D layered half-space soil media were considered in the developments. The displacement shape functions of the infinite elements were established using approximate expressions of analytical solutions in frequency domain to represent the characteristics of multiple waves propagating into the unbounded outer domain of the media. The proposed infinite elements were verified using benchmark examples, which showed that the present formulations are very effective for the soil-structure interaction analysis either in frequency or in time domain. Example applications to actual interaction problems are also given to demonstrate the capability and versatility of the present methodology.

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Broadband metamaterial absorber using resistive layers

  • Kim, Y.J.;Yoo, Y.J.;Hwang, J.S.;Son, H.M.;Rhee, J.Y.;Kim, K.W.;Lee, Y. P.
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.359.1-359.1
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    • 2016
  • The electromagnetic (EM) properties of media, such as propagation, focusing and scattering, strongly rely on the electric permittivity and the magnetic permeability of media. Recently, artificially-created metamaterials (MMs) composed of periodically-arranged unit cells with tailored electric permittivity and magnetic permeability have drawn wide interest due to their capability of adjusting the EM response. MM absorbers using the conventional sandwich structures usually have very high absorption at a certain frequency, and the absorption properties of MMs can be adjusted simply by changing the geometrical parameters of unit cell. In this work, we suggested an incident-angle-independent broadband perfect absorber based on resistive layers. We analyze the absorption mechanism based on the impedance matching with the free space and the distribution of surface currents at specific frequencies. From the simulation, the absorption was expected to be higher than 96% in 1.4-6.0 GHz. The corresponding experimental absorption was found to be higher than 96% in 1.4-4.0 GHz, and the absorption turned out to be slightly lower than 96% in 4.0-6.0 GHz owing to the irregularity in the thickness of resistive layers.

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Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

Multimedia UCC Services as a Web 2.0 and Consumer Participation (웹2.0의 동영상 UCC 서비스현황과 소비자 참여)

  • Kim, Yeon-Jeong;Park, Sun-Young
    • Journal of Families and Better Life
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    • v.26 no.1
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    • pp.95-105
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    • 2008
  • This paper identifies current status and key determinants of participation in multimedia UCC as a web2.0 paradigm. Significant factors composed of IT digital convergence environments and young generation's value, attitude to connecting to web (human relation, visual expressionism, arousal, et al). This paper analyze multimedia UCC service status & current status of participation level of UCC users. The research implemented to analysis customer click streaming data (inter-temporary page-view, unique user)of small-mid multimedia UCC Company and to 2nd data(ww.rankey.com) for page-view and unique user to participation tendency by age and sex about total participation amount of multimedia UCC. In case of young generation be familiar with new internet service, Internet web space meaning important information seeking media and 1 person media able to connect to new web network as prosumer. In UCC centered internet business, web based customers implemented the role of prosumer as generate web contents and consuming to net-working.

Rendering cartoon-style specular reflection using projective textures (투영 텍스처를 이용한 만화적인 반사 효과의 렌더링)

  • Hwang, Soon-Jae;Choi, Jung-Ju;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.3
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    • pp.34-39
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    • 2004
  • 물체의 반사(specular reflection)는 물체의 재질을 이해하는 중요한 실마리임과 더불어, 반사 영역의 모양은 국소적으로 물체의 기하학적 정보를 표시하는 중요한 부분이다. 기존의 비사실적 렌더링 분야에서 다루어져 왔던 만화적 표현 관련 연구들은 극도로 단순화된 쉐이딩 모델을 사용하여 모델의 상세도를 줄이는 방법을 사용하기 때문에 반사 효과와 같은 상세함을 표현하기에는 부족하다. 본 논문에서는 물체의 반사 영역을 만화적으로 표현하는 새로운 비사실적 렌더링 기법을 제안한다. 물체의 국소 반사 모델(local reflection model)을 사용하여 물체의 모든 정점에 대한 빛의 세기를 계산한 후, 반사 영역을 추출한다. 해당 반사 영역에 만화적으로 패턴화된 텍스처를 투영하여 반사 영역을 만화적인 느낌으로 표현한다. 본 논문에서 제시하는 결과는 국소 반사 모델의 계산을 사용하고 투영 텍스처(projective texture)를 이용하는 모델 공간(object space)의 계산으로, 오늘날 보편화되고 있는 그래픽 하드웨어의 가속 성능을 최대로 사용할 수 있는 장점이 있다. 따라서 본 논문의 연구결과는 실시간성이 매우 중요한 게임 등의 분야에서 만화적인 렌더링 기법을 적용하는데 사용할 수 있다.

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