• Title/Summary/Keyword: digital space

Search Result 2,377, Processing Time 0.027 seconds

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.411-420
    • /
    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

A Study on The Composition and Characteristics of WaIls through Visual Configuration Analyses - Focusing on the Exhibition Space for Paintings - (시각구조분석을 통한 벽의 구성과 특성에 관한 연구 -회화위주 전시공간을 대상으로-)

  • Lee, Jong-Sook;Park, Jong-Won
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.8 no.2
    • /
    • pp.57-64
    • /
    • 2008
  • The walls of art museums become the background of exhibits, and they form a unit space depending on the of each exhibit. In addition, the walls are configured and presented depending on the rhythm of space, or the structure of an axis. In this study, according to the axis composed for each unit space, the presentation methods of walls were classified as follows: The central type, the skewed type, the crossed type, the one-side corridor type, and the two-way corridor type. By analyzing visual configurations formed by the arrangement of each unit space, the value and the hierarchy of walls are discussed To analyze the classified types with the physical change of unit space, the factors of visual integration, connectivity, depth, and visual axis are compared, and various configurations of walls and space change are applied.

  • PDF

A Study on Intelligent Space Design Supporting the Elderly - Focused on the Needs of the Aged on Digital Systems in Residential Space - (노인을 위한 지능형 공간환경 연구 - 주거공간의 디지털 시스템화를 위한 노인요구 조사를 중심으로 -)

  • Oh, Chan-Ohk
    • Korean Institute of Interior Design Journal
    • /
    • v.17 no.5
    • /
    • pp.61-71
    • /
    • 2008
  • The study alms to seek a plan of applying the digital technology to housing for the elderly. The purpose of the study was to grasp the needs of the aged on 30 types of digital systems in housing. The subjects were 120 persons aged of more than 60 years and lived in Busan. Data were collected by the individual interview. The following results were drawn from this study. First, the needs of the aged on the digital systems categorized as safe and security, control of indoor environment, and housework support were very high and should be provided at first. Second, the necessary types of digital systems which should be provided to the digital home for the elderly were digital systems for heating control, health checking, sensing of fire and gas leak, and house cleaning. Also, the basic types of digital systems were ones for invasion and burglarproof, emergency, air cleaning, automatic facet, door locking, and waste collecting. Third, the Income and usage level of digital equipment of the aged influenced to the floods of the aged on the digital system. Therefore, in addition to the necessary and basic types of digital systems mentioned above, the income and usage level of digital equipment should be considered in planning the digital home for the elderly.

A Study on the Implications of Christian Education on Digital Storytelling in the Metaverse (메타버스를 통한 디지털 스토리텔링에 대한 기독교교육적 연구)

  • Shin, Hyunho
    • Journal of Christian Education in Korea
    • /
    • v.70
    • /
    • pp.267-302
    • /
    • 2022
  • Digital transformation, which is accelerating in each area of society due to the COVID-19 pandemic, is also having a profound effect on Christian education. A representative example of digital transformation is the emergence of a digital world called the metaverse. This study understands the metaverse as an expanded space for Christian education and explores digital storytelling as a method for faith formation. It is argued that the characteristics of digital storytelling through metaverse spaces are characterized by interactivity, agency, audiovisuality, sociality, and openness, and that modification through Christian educational frames is necessary in order for this approach to be appropriated to Christian educational practice. To this end, this study examines Anne Wimberly's story-linking approach, and Mary Hess' approach on digital storytelling, which is understood as a way of faith formation for the liberation and Christian vocation through storytelling in a digital space, focusing on authority, authenticity, and agency. It is argued that Christian education on the Metaverse should be a place for change in the Christian life and formation of vocation, and a space where participants' active responses to God's grace be practiced in a digital space in a reciprocal way. This means that learners are encouraged to participate in expressive and relational education that is practiced in the form of play and creation, responding to God's initiative in the metaverse. This study argues that for digital storytelling through the metaverse to become a process of faith formation, it is necessary to connect stories of participants with the story of God's Kingdom in the expanded digital world, aim for a reciprocal space through hospitality and listening, and promote immersive participation and holistic reflection.

The Study on the Relativism in the De-materialization and the Hyper-surface Architecture (현대 공간의 비(非)물질화 경향과 초표피(超表皮) 건축에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
    • /
    • no.34
    • /
    • pp.3-9
    • /
    • 2002
  • Entering into the 21st century, digital culture and the innovation of media technology have drastically changed our understanding of the concept of space. Increased availability of information made possible by technological advancement has, directly or indirectly, contributed to the development of space design, which, in turn, offers a possibility for a new paradigm in space design. Given these fundamental changes, this study seeks to explore how to understand the expansion of the concept of space. In order to answer this question, this study investigates de-materialization tendency in modern architectural design such as transparency, anti-gravity, complexity and simultaneity of space. It examines the interaction-oriented nature of space among human, information and time. Finally, based on concepts such as new hyper-surface, which transcend the limitations of space and time, it explores new emerging trends in space design.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.3
    • /
    • pp.97-104
    • /
    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A study on particular intention with water space of Tong-do temple (통도사에 나타난 수공간의 의도성에 관한 연구)

  • Cho, Nam-Du;Kim, Su-Young
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.3 no.2
    • /
    • pp.8-13
    • /
    • 2003
  • The purpose of this study was to analyze the Site layout of Buddhist Architicture by water space of landscape architecture. As a result, the following fact is identified; We knew that land scape of Buddhist Architecture is intentional device. Example from the Tong-do Temple, it leads cleary the intention of water-space. The case of Tong-do Temple, water space is divided into Yeon-ji(lotus pond) and the Yeong-gi(shadow pond) and Gye-ryu(mountain stream). The viewing intention of Gu-Ryong-ji where Yong-ji the construction intention characteristic is positive it was intended there is a possibility of knowing. From the research which it sees it is limited in case of the Tong-do Temple tries to search a concrete instance. but on this outside many multiple architectural space uses water space and It creates the space where it leads the harmony of architecture and intention it was plentifully included.

  • PDF

A Study on Quantitative Analysis Model for Space Analysis - Focused on a Digital Image Processing and Multiple Regression Analysis of Recognition Amount - (공간분석을 위한 정량적 분석 모델에 관한 연구 - 이미지 영상처리와 설문조사 데이터의 다중 회귀분석을 중심으로 -)

  • Lee Hyok-Jun
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.2 s.49
    • /
    • pp.217-224
    • /
    • 2005
  • The lack of objective decisive criteria and the absence of analyzing tools accrued from the experiments on various types developed from space design process makes it difficult to select and execute alternatives for them. As an attempt of coping with these problems, the aims of this study is to establish space analysis' models and to propose possibility of analyzing models by utilizing the technology of image process. It is now under study in the field of artificial intelligence based on the accomplishment of digital images. This study focused on establishment an analysis model based on accomplished digital images and image processing framework. It helps utilize various processing technologies that are currently in use of image processes, and problems of the study can be supplemented through further follow-up studies. Finally, analysis model can be constructed gradually huge design data in the analogue data to the digital image database and be proposed with index in design or evaluation step.

A Study on optimal Digital design Process of spatial Form Modeling (공간 모델링에 있어서 디지털 디자인 프로세스의 최적화 방안 연구)

  • Ahn, Youn;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2006.11a
    • /
    • pp.54-57
    • /
    • 2006
  • The digital modeling process is visualization of designer's specific intension in digital virtual space by constructing computer and information system that fits the designer's intension and morphological characteristic of the space that to be modeled. Digital Modeling Process has been brought to attention for it's design efficiency and potentialities as new creative tool. The effect of DMP, in spacial design process has been grown from simply providing a ways to visualize designer's idea toward utilizing modeling data for real construction which includes architectural and constructional material. The purpose of this study is to find optimal methodological answers to spatial design process that is improved and specialized due to rapid improvement of digital media.

  • PDF

A Study of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought (들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구)

  • Kang, Hoon
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.9 no.1
    • /
    • pp.61-69
    • /
    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

  • PDF