• Title/Summary/Keyword: Space media

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A study of creative humor represented in Moschino's works (모스키노의 패션 세계에 반영된 창조적 유머)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.628-643
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    • 2015
  • This study is to assist in developing creative designs based on the humor available in the fashion world of Moschino. For the research method, this writing examined literature on humor and Moschino's fashion world and analyzed Moschino's fashion collection, show window, Maison Moschino, and collaborative products to conduct an empirical analysis of humor shown to the fashion media. The research results are as follows. The humor in Moschino's fashion appeared in the form of surrealistic humor with the depaysement technique, deconstructive wit in clothing, such as distortion, change, or exaggeration, and textual humor, including brand symbols, logos, and graffiti. Collection pieces indicated the brand's confirmative identity based on humor with the surrealistic depaysement technique and deconstructive wit through irregular phenomena, such as change, distortion, exaggeration, and illusion in clothing form. Additionally, such attributes added to Moschino's wit and humor in decorative costume components as graphic images, graffiti, and brand symbols, including smile, love, and reversal. The show window display delivered surprises and smiles through the production of surrealistic space borrowed from various objects. In particular, performance with surrealistic images helped to show the characteristics of parodic humor. Maison Moschino was a surrealistic space for the concept of the fairy tale and for practical experience, thus working as a communication channel for humor and emotion. Collaborative products also clearly reflected the identity of the designer's own humor, which showed scarcity value as well as differentiation.

Developing the Core Modules of for Viz-Platform for Supporting Public Service in the City (도시의 공공서비스 제공을 위한 시각화 플랫폼의 핵심모듈 개발)

  • Kim, Mi-Yun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1131-1139
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    • 2015
  • The purpose of this research is creating the visualization platform of the user interface to make able to be provide the demanded service while users communication with surrounding space in a smart city environment. This comes from the latest enhanced interface technology and social media, and it uses the shares information to support the proper interface environment according to a life style and spatial properties. "EzCity" which is the user interface platform suggested in this research, can control the enormous amount of public data for the smart city. The core module of user platform is made up with Public data module, Interface module, Visualization module and Service module. The role of this platform is to be provide "Geo-Intelligent Interface Service" for space users to access the data in easier and more practical interface environment. This reinforces the visualization process for data collecting, systematization, visualization and providing service. Also this will be expected to be the base to solve the problem which complexity and rapidly increasing amount of data.

3D world space recognition system using stereo camera (스테레오 카메라를 이용한 3차원 공간 인식 시스템)

  • Lee, Dong-Seok;Kim, Su-Dong;Lee, Dong-Wook;Yoo, Ji-Sang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.215-218
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    • 2008
  • 본 논문에서는 스테레오 카메라로부터 획득된 좌, 우 영상의 변이를 추정하여 3차원 공간 좌표(x, y, z)를 얻어내고, 거리측정과 가상공간 제어를 통해 사용자에게 현실감을 제공하는 실시간 3차원 공간 인식 시스템을 제안한다. 스테레오 카메라로 부터 획득된 좌, 우 영상은 시점의 차이 때문에 동일 물체에 대한 좌, 우 영상의 좌표 값의 차이를 발생시키는 데 이를 변이(disparity)라 정의한다. 관심 영역의 변이를 추정할 때 일반적으로 관심 영역의 모든 화소(pixel)의 변이를 추정하지만, 제안한 알고리즘에서는 관심 영역의 2차원 중심 좌표(x, y)의 변이만을 추정하여 계산량을 줄이고 실시간 처리가 가능하도록 하였다. 카메라 파라미터를 이용하여 획득된 변이로부터 깊이 정보(depth)를 얻어내고 3차원 공간 좌표를 획득한다. 손을 관심 영역으로 설정한 시스템에서 3차원 공간 좌표는 실시간으로 사용자의 손의 움직임에 의해 획득되고, 가상공간(virtual space)에 적용되어 사용자가 가상공간을 조작할 수 있는 듯한 느낌을 준다. 실험을 통해 제안한 알고리즘이 1.5m 거리 내에서의 깊이 측정시 평균 0.68cm의 오차를 가짐을 확인 할 수 있었다.

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Improved Hybrid MIMO Scheme for Next Generation Communication System (차세대 통신 시스템을 위한 향상된 하이브리드 MIMO 기법)

  • Jo, Bong-Gyun;Han, Dong-Seog
    • Journal of Broadcast Engineering
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    • v.16 no.6
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    • pp.969-976
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    • 2011
  • In this paper, a terrestrial transmission system is proposed for the next generation digital television (DTV) system by applying a hybrid multi-input multi-output (MIMO) technology based on linear dispersion codes (LDCs). The digital video broadcasting-2nd generation terrestrial (DVB-T2) system adopted a space time block code (STBC) for improving receive performance. However, the data rate of STBC is not increased in proportion to the transmitter. The hybrid STBC scheme utilizes several STBC transmission blocks for increasing data rate. It is possible to increase the data rate and performance in the receiver by utilizing LDC. The performances of the proposed and conventional hybrid STBC schemes are evaluated through computer simulations.

Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design (3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소)

  • 김진희
    • Archives of design research
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    • v.16 no.4
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    • pp.25-36
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    • 2003
  • The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.

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Study on Changes of Physical Expression in Interior and Exterior Surfaces in Contemporary Architecture (현대건축물 표피의 내.외부 공간 표현성 변화에 관한 연구)

  • Lee, Yil-Pyo;Park, Hyeon-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.131-134
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    • 2006
  • This study aims to inspect changes of physical expression in surfaces of both building interior and exterior in contemporary architecture. Nowadays society has transformed into more complicated framework with the development of the new media and digital technology in 21 century. Surface's expressivity has been changed with design trend and material development. Although surface study has been mainly concentrated on properties of materials and structure characters, new technology and cultural acceptance enables it extend itself to a new area with various design methods, taking its place as an important contemporary architectural element. Interior surface design is expressed with several unique methods such as optical illusion, surface exposure and spacial depth and volume, and it created dynamic space within the surface itself. In case of exterior surface, whole space seems to be designed to be coordinated with structured optical illusion as well as symbolic expression. Surface's area is extends itself with the stream of the times. This study explored the nature of surfaces with categorizing and comparing them in a various views and methods.

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A Study on the Characteristics of Methods for Experiencing Contents and Network Technologies in the Exhibition space applied with Location Based Service - Focus on T.um as the Public Exhibition Center for a Telecommunication Company - (위치기반서비스(LBS) 적용 전시관의 콘텐츠 체험방식과 기술특성에 관한 연구 - 이동통신 기업홍보관 티움(T.um)을 중심으로 -)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.173-181
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    • 2010
  • Opened on November 2008, as the public exhibition center of a telecommunication company, T.um is dedicated for delivering the future ubiquitous technologies and business vision of the company leading domestic mobile communication business to the global expected clients and business partners. Since the public opening, not only over 18,000 audiences in 112 nations have been visiting T.um, but also the public media have been releasing news regarding the ubiquitous museum constantly. By the reasons, T.um is regarded as a successful case for public exhibition centers. The most distinguished quality of the museum is established by the Location Based Service technology in the initial construction stage. A visitor in anyplace of T.um can be detected by digital devices equipped GPS systems. The LBS system in T.um allows visitors to get the information of relevant technologies as well as the process of how to operating each content at his own spots by smart phone of which wireless network systems make it possible. This study is focusing on analyzing and defining the T.um special qualities in terms of technologies to provide the basic data for following exhibition space projects based on LBS. The special method of experiencing contents can be designed by utilizing the network system applied to T.um in the planning stage.

On Propagation of Love waves in dry sandy medium sandwiched between fiber-reinforced layer and prestressed porous half-space

  • Gupta, Shishir;Ahmed, Mostaid
    • Earthquakes and Structures
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    • v.12 no.6
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    • pp.619-628
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    • 2017
  • The intent of this paper is to investigate the propagation of Love waves in a dry sandy medium sandwiched between fiber-reinforced layer and prestressed porous half-space. Separate displacement components have been deduced in order to characterize the dynamics of individual materials. Using suitable boundary conditions, the frequency equation has been derived by means of separation of variables which reveals the significant role of reinforcement parameters, sandiness, thickness of layers, porosity and prestress on the wave propagation. The phase velocity of the Love wave has been discussed in accordance with its typical cases. In both cases when fiber-reinforced and dry sandy media are absent, the derived equation of Love type wave coincides with the classical Love wave equation. Numerical computations have been performed in order to graphically illustrate the dependencies of different parameters on phase velocity of Love waves. It is observed that the phase velocity decreases with the increase of parameters pertaining to reinforcement and prestress. The results have certain potential applications in earthquake seismology and civil engineering.

A Study on the Website Design applied to WDS(Web Identity Development System) (WIDS(Web Identity Development System)을 적용한 웹사이트디자인 개발에 관한 연구)

  • 정철종
    • The Journal of the Korea Contents Association
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    • v.2 no.1
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    • pp.77-85
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    • 2002
  • It has been a well known fact that the Internet as a information media has became a obvious ISDN(Integrated Services Digital Networks) through ultra speed information networks. Internet has mads a great change in educational fields. The educational systems are being changed into a learner central figure from the professor central one and cyber universities regardless of space and distance have appeared though the Internet. Accordingly in this paper, we present the web site of UC(Ulsan College) applied to WIDS(Web Identity Development System) to supply the enhancement of information services and the interface design of user's convenience in rapid changing educational environment. We suggest the more enhanced methodology of web site development in cyber space through the case of UC web site development.

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VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.