• Title/Summary/Keyword: Space media

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A Study on the Immateriality in Contemporary Interior Space (현대 실내공간에서의 비물질적 특성에 관한 연구)

  • 신홍경;옥창수
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.76-83
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    • 2004
  • Nowadays, our societies use digital technology in new architectural shape and space design to transcend three dimension limit so the boundary of the imagination world and actuality world has been collapsed. Traditional spatial value has been collapsed. Also indetermination and temporary assumption in time, fluidness and dematerialized, simultaneity and reiteration in image are relative with this circumstances. In architectural shape, media characteristics which secede from traditional characteristics of place tectonic value have occurred. Therefore, indifference and interests in shape, inter-permeation in interior and exterior space, homogeneous equivalence spatial extension have occurred. The purpose in this study examines dematerialized in contemporary space design and light materials and also investigates general and architectural background. The results of this study are as follows. First, circumstances of human have changed from physically limited boundary to unfixed, nonphysical, lightness and vague things. Second, casting off volume in shape and also dissembling exclusive and constructive Third, interior and exterior space by transparency intimates media possibility of information screen. Fourth, seek information and organic response, ambivalent transformation, accumulation of image and new mutual understanding system.

Visual Interface & Surface Expressions in Commercial Space Design (비주얼 인터페이스와 상업공간의 표피 표현)

  • Kim Sunyoung
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.3-11
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    • 2005
  • This study examines the visual effects of surface design utilized in commercial space. In particular, 1 focus on the following three categories: transparency and lighting, electronic surface and media screen, and ubiquitous environments and interface. Unlike the past era in which surface design in commercial space was viewed merely as a means of decoration, it has become more important in the contemporary era because diverse expression techniques in surface design enormously help architects and interior designers embody their own ideas more effectively Moreover, the diversity of surface design expands the concept of cultural space as it provides various graphic elements that reflect human desire for multicultures.

On the Consideration of New Color Space for Next Generation Media

  • Park, Du-Sik;Choi, Seo-Young;Lee, Ho-Young;Kim, Yun-Tae;Hong, Ji-Young;Kim, Chang-Yeong
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1065-1068
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    • 2009
  • The current study introduces a new color space applicable to next-generation media such as UHDTV and 3D-TV systems that are in the middle of development. Display referred approach was taken into account rather than scene referred approach for deriving a new RGB-primary set forming the new color space. The reproducible color range generated by the newly suggested RGB-primary set encompasses almost entire real-world surface colors with a very good efficiency.

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Protection of Incumbent Services and Its Impact on Coverage of TV Band Device Networks in TV White Space

  • Kang, Kyu-Min;Park, Jae Cheol;Cho, Sang-In;Park, Seungkeun
    • ETRI Journal
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    • v.38 no.1
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    • pp.112-122
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    • 2016
  • This paper presents a set of candidate regulatory requirements for TV band devices (TVBDs) in the Rep. of Korea. To guarantee the protection of incumbent services, especially digital TV (DTV) and wireless microphones, in TV frequency bands, we suggest minimum separation distances of TVBDs from the noise-limited contour according to incumbent users and TVBD types. This paper also deals with multiple sets of separation distances of a co-channel TVBD network from a DTV protected contour on the basis of the radio propagation characteristics of different geographic areas to make good use of TV white space (TVWS) and safely protect the DTV service. We present a low-power transmission mode of TVBDs and the relevant separation distances for small-cell deployment. The service coverage reduction ratio of a TVBD network is investigated in the presence of DTV interference in four geographic areas. The TVWS field verification results, conducted on the island of Jeju (Rep. of Korea), show that incumbent services operate well without harmful interference from neighboring TVBDs with the proposed separation distances.

A study on the Administration of School Library Media Center as a culture spade for public education (공교육 정상화를 위한 문화적 공간으로서의 학교도서관 활용방안 연구)

  • 조혜영;김성희
    • Journal of Korean Library and Information Science Society
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    • v.35 no.2
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    • pp.351-370
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    • 2004
  • This paper starts by exploring the problems of public education under knowledge based society. It then analyzes the questionnaire about the function of school library media center as a culture space. The results show that school library media center should take a role as repertory appreciation center of various arts, recreation center, and interactive community.

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Frequency divided group beamforming with sparse space-frequency code for above 6 GHz URLLC systems

  • Chanho Yoon;Woncheol Cho;Kapseok Chang;Young-Jo Ko
    • ETRI Journal
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    • v.44 no.6
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    • pp.925-935
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    • 2022
  • In this study, we propose a limited feedback-based frequency divided group beamforming with sparse space-frequency transmit diversity coded orthogonal frequency division multiplexing (OFDM) system for ultrareliable low latency communication (URLLC) scenario. The proposed scheme has several advantages over the traditional hybrid beamforming approach, including not requiring downlink channel state information for baseband precoding, supporting distributed multipoint transmission structures for diversity, and reducing beam sweeping latency with little uplink overhead. These are all positive aspects of physical layer characteristics intended for URLLC. It is suggested in the system to manage the multipoint transmission structure realized by distributed panels using a power allocation method based on cooperative game theory. Link-level simulations demonstrate that the proposed scheme offers reliability by achieving both higher diversity order and array gain in a nonline-of-sight channel of selectivity and limited spatial scattering.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.