• Title/Summary/Keyword: cyber space

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Empirical study of impression dimensions in 3D cyber space : Comparison research between 2D cyber space and 3D cyber space (3D 가상공간에서의 인상 차원에 관한 연구 -2D 기반과 3D 기반의 가상공간에서의 인상차원 비교-)

  • Lee, Su-Jung;Kim, Hee-Sun;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1218-1224
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    • 2009
  • Today, 3D cyber space with advancements of 3D technique is changing into a social space. As such, the users want to make social relationships, the impression that one leaves in 3D cyber space has become more important. This study will advance impression dimensions in 3D cyber space that formed each impression dimensions in pre-study with cyber space based on web sites. As this study analyzes the characteristic elements of 3D cyber space which are differentiated with other platform, it has theoretical value to support theory about personal relationship in3D cyber spaces. Then it will be a supporting theory for next study about intercultural and social phenomena in changeable 3D cyber space as advancement of technique.

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Visualization of the Cyber Space for e-Businesses (E-비즈니스를 위한 사이버 공간의 이해)

  • Choi, Se-Ill
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.6
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    • pp.957-963
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    • 2011
  • This paper proposes a way to visualize the cyber space with respect to the offline space. In general, people have difficulties to understand the cyber space since it is not tangible and not visible. In businesses, both spaces depend on identical proposition of "salse of merchandise goods to customers". Here, 3 merchandise elements of "customers", "merchandise goods" and "salse" in the cyber space are compared to them in the offline spaces in order to visualize the cyber space in terms of businesses.

Relationship satisfaction and Self-disclosure in Real-space fiend relation and Cyber-space friend relation (실제공간과 사이버공간 친구관계에서의 관계만족도, 자기노출)

  • 최보가;배재현
    • Journal of the Korean Home Economics Association
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    • v.42 no.2
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    • pp.1-18
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    • 2004
  • The purpose of this study was to investigate the degree of relationship satisfaction and self-disclosure in real-space friend relations and cyber-space friend relations. The sample was 248 middle and high school students, and 107 undergraduates. The main findings of this study are as follows: 1) Relationship satisfaction is significantly higher in cyber-space friend relations than in real-space friend relations. 2) In contrast to relationship satisfaction, self-disclosure is significantly higher in real-space friend relations than in cyber-space friend relations. 3) Self-disclosure differs significantly in terms of grade, gender, number of friends, communication method, and daily internet usage.

A Study on the Effects of Interactions Among Participants of Cyber Education (사이버강의 참여자들의 상호작용이 교육효과에 미치는 영향)

  • Park, Chy-Gwan;Park, Jun-Byung;Lee, Jun-Woo
    • Journal of Information Technology Applications and Management
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    • v.14 no.3
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    • pp.179-197
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    • 2007
  • This paper analyzed the effects of interactions among participants on the satisfaction and commitment of cyber education. Even if the quality of interactions in cyber education may not be so good as that of interactions in face to face education. various kinds of interactions could be introduced in cyber education. An email or Q/A between lecturer and students could be a good way to compensate the deficiency of cyber education. Common News Boards or Discussion Rooms among students themselves are also a powerful means to learn each other in cyber space. The result of this study shows that as interactions among participants increase. satisfaction and commitment of the lecture also increase. This study also analyzed how cyber educational effects differs as interaction type changes in space dimension and time dimension. The result shows interactions in the same cyber space such as News Board brings more desirable outcome than those in the different cyber space. But the effects of interactions classified by time dimension does not show statistically significant differences.

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The Relationship of the Concentration in Physical space and the proliferation of Cyber space : focusing on the Concentration of Plastic Surgery Clinics at Kangnam-gu, Korea (사이버 공간의 확산과 물리적 공간에서의 집중화 현상의 관련성 : 성형외과의 강남구 집중현상 고찰)

  • Cho, Yeong-Bin;Choi, Young-Keun
    • Journal of Information Technology Applications and Management
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    • v.19 no.1
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    • pp.85-100
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    • 2012
  • The development of technology causes a lot of change. Many researchers have insisted that the proliferation of cyber space changes the physical space. Their insistences have been accumulated into three aspects. Firstly, the proliferation of cyber space brings out the concentration in the physical space, secondly the decentralization and lastly both at the same time. In Korea, the concentration of plastic surgery clinics has taken place in Kangnam-gu area at similar period of the Internet proliferation. In this research, we execute empirical study of whether the concentration of plastic surgery in specific areas correlates with the proliferation of cyber space or not. In order to do this, we verified homogeneity of plastic surgery websites between Kangnam-gu and Non-Kangnam-gu areas. Also, we used three statistical and data-mining techniques which are Multi-discriminant analysis, Decision tree analysis and artificial neural network analysis. As a result, there was homogeneity between two different area plastic surgery clinics websites, but there was not big heterogeneity as well. Therefore, in this case of concentration of plastic surgery in Korea, the proliferation of cyber space restrictively correlates with the concentration of physical space.

A Study of Cyberfeminism in fashion in the digital era -Focused on cybersubculture style (Part I)- (디지털시대 패션에 나타난 사이버페미니즘 연구(제1보) -사이버하위문화 스타일을 중심으로-)

  • 김현수;양숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.11
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    • pp.1229-1240
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    • 2003
  • The purpose of this study was to review such results of the scientific and technological development as women's changed status, sexual identity and their views of physique in the cyber space based on cyber feminists' theories, and thereby, examine the concept of space during the medieval age, and then, the fundamental spiritual concept involving the fetishism of women's body as sexual objects in the materialistic space of the digital age in terms of the consciousness of trend or supra-sensual perceptions, and thereby, review the effect of the cyber terrorism and violence on the fashion in sub-cultural terms. Some researchers distinguish psychedelic styles from cyberdelic ones to assume such psychiatric visions as psychedelic fashion characterized by resistance and delinquency-cyber punk fashion, cyber hippie fashion, cyborg fashion- and then, define them all as cyber resistant culture fashion or as a sub-cultural style of the cyber culture. As a result, it was found that human bodies are being encoded with the networks, various cyber characters or avatars are emerging, while human bodies are being distorted or exaggerated with human beings and machines being imploded.

Emotional Audio Design in Cyber Space (사이버 공간 상에서의 감성 오디오 디자인)

  • 박정순
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.244-247
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    • 2000
  • 웹은 정보화시태의 새로운 커뮤니케이션 매체로서 실제세계(real world)를 그대로 옮겨 놓은 가상세계(virtual world, cyber space)라 할 수 있으며 또 다른 한의 생활공간이기도 하다. 이런 가상공간 안에서 사용되는 가상제품(cyber product)들은 실제세계에서의 물리적인 제품과는 달리 형태의 파괴, 무제한적인 색상과 재질감, 유니크한 작동메카니즘과 인터렉티브한 요소에 의해 기계가 아닌 하나의 생명체로서 감성을 지닌 제품 디자인이 가능하다. 이에 본 연구에서는 이런 특성에 따라 실제세계의 오디오에서 느낄 수 없는 새로운 즐거움을 주는 사이버공간상에서의 시청각오디오를 디자인하였다.

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On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

A Study on Improving the Visibility of Cyber Spaces for Cyber Businesses (사이버비즈니스를 위한 사이버공간의 가시성 증진에 관한 연구)

  • Choi, S.I.
    • Smart Media Journal
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    • v.1 no.1
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    • pp.80-83
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    • 2012
  • This paper deals with the problems that entrepreneurs are facing while launching the cyber businesses. They are afraid of getting into cyber spaces due to the lack of visibilities. This paper adopts the relation concept in the mathematics to improve the visibility of cyber spaces. This research shows the competitiveness in cyber businesses comes from the clear understanding of visibility and reliability problems naturally embodied in the cyber space.

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The Research Related to Kansei Stimulation Elements in Cyber-Space

  • Dong, Oh-Gi
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.68-73
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    • 2001
  • The word "cyber-space" was coined through the developments in communication technology and computers. It became possible to experience disembodied space in practice through a new kind of medium. this research aims to clarify the kansei stimulation elements as realistic sensed by users who use 3-dimensional expressions in cyber-space. The research was carried out by preparing 25 samples of computer graphics, and administering 3 questionnaires to 12 examinees. The Principal Ingredient Analysis method was used for its analysis and assessment. As a result of this research, it can be concluded that materials, reflection and shadow have the strongest effect on human beings' senses in cyber-space.

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