• 제목/요약/키워드: digital space

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디지털 주거공간에 적용 가능한 LED 조명의 도입방안에 관한 연구 (A Study on Introduction System of LED Lighting the Possibility of Application in Residential Space)

  • 천정오;한혜련
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
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    • pp.189-192
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    • 2006
  • The development of digital technology makes our life more convenient in our lives and its calmness promotes the qualify of our life. Digital-home-automation system lets indoor-living more free, safe and clear so that it really has come true our life style that considers our mind and healthy to be important. Moreover, LED light source that combines the semiconductor with the digital technology has been tried as a current indoor illumination. Also the introduction of the light which has a high technology, like LED light, has been required in living space. It shows that it is very important to have an illuminated- plan which is accepted as well-developed technology. This study deals with the investigation into the user satisfaction of the existing residential area illumination and the investigation into the user satisfaction of the LED illumination being supplied for commercial area now. In the result, the fact is investigated that the user wants the introduction of the digital technology In the illumination because of a backward the residental area illumination in the circumstances being digital gradually. The inconvenience of the illumination used now should be minimized and the development of the LED illumination is a way satisfying the desire. The intended illumination project of the residential area should be accomplished according to the lifestyle of a changing residence.

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디지털과 관련한 인간의 생활행태에 기초한 디지털 홈의 디자인 방향 (Design Guidelines of Digital Home Based on Digital-Related Human Behavior)

  • 오찬옥
    • 한국실내디자인학회논문집
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    • 제14권1호
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    • pp.81-90
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    • 2005
  • This study was intended to suggest the design guidelines of digital home on the basis of digital-related human behavior. In order to achieve this, what and how often internet was used in the home, how living pattern and space usage was changing according to digitalization were examined and lastly, the design guidelines of digital home based on these findings were suggested. The subjects were 400 housewives who lived In 85m'-sized housing unit of the new apartment complex in Busan. They were average age of 38 and their eldest children were in the stage of elementary schooling or preschooling. Many of them had relatively high educational level and middle income level. The results of the study were as follows; 1) The respondents used internet more frequently for information searching, children's education, and Internet shopping. Therefore, it would be desirable to divide zoning of housing unit into space for routine activities, space for working, and for cultural activities. 2) Digitalization changed human living pattern like follows; it reduced time of shopping, information searching, banking, and going out. Also, it increased time of spending alone, watching movie, and playing game. Therefore, digital home should be designed to facilitate social Interaction between family members, cultural and recreational activities, and indoor or outdoor exercise within each housing unit or in apartment complex.

입력 장치에서 컬러 랜더링을 고려한 최적의 프로파일 제작에 관한 연구 (A Study on Production of Optimum Profile Considered Color Rendering in Input Device)

  • 구철회;조가람;이성형
    • 한국인쇄학회지
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    • 제28권2호
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    • pp.117-128
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    • 2010
  • Advancements in digital image have put high quality digital camera into the hands of many image professionals and consumers alike. High quality digital camera images consist originally of raw which have a set of color rendering operation applied to them to produce good images. With color rendering, the raw file was converted to Adobe RGB and sRGB color space. Also color rendering can incorporate factor such as white balance, contrast, saturation. Therefore, in this paper we conduct a study on production of optimum profile considered color rendering in digital camera. To do the experiment, the images were Digital ColorChecker SG target and ColorChecker DC target. A profiling tool was ProfileMaker 5.03. The results were analyzed by comparing in color gamut of $CIEL^*a^*b^*$ color space and calculating ${\Delta}E^*_{ab}$. Also results were analyzed in terms of different $CIEL^*a^*b^*$ color space quadrants based on lightness, chroma.

REMARKS ON SIMPLY k-CONNECTIVITY AND k-DEFORMATION RETRACT IN DIGITAL TOPOLOGY

  • Han, Sang-Eon
    • 호남수학학술지
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    • 제36권3호
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    • pp.519-530
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    • 2014
  • To study a deformation of a digital space from the viewpoint of digital homotopy theory, we have often used the notions of a weak k-deformation retract [20] and a strong k-deformation retract [10, 12, 13]. Thus the papers [10, 12, 13, 16] firstly developed the notion of a strong k-deformation retract which can play an important role in studying a homotopic thinning of a digital space. Besides, the paper [3] deals with a k-deformation retract and its homotopic property related to a digital fundamental group. Thus, as a survey article, comparing among a k-deformation retract in [3], a strong k-deformation retract in [10, 12, 13], a weak deformation k-retract in [20] and a digital k-homotopy equivalence [5, 24], we observe some relationships among them from the viewpoint of digital homotopy theory. Furthermore, the present paper deals with some parts of the preprint [10] which were not published in a journal (see Proposition 3.1). Finally, the present paper corrects Boxer's paper [3] as follows: even though the paper [3] referred to the notion of a digital homotopy equivalence (or a same k-homotopy type) which is a special kind of a k-deformation retract, we need to point out that the notion was already developed in [5] instead of [3] and further corrects the proof of Theorem 4.5 of Boxer's paper [3] (see the proof of Theorem 4.1 in the present paper). While the paper [4] refers some properties of a deck transformation group (or an automorphism group) of digital covering space without any citation, the study was early done by Han in his paper (see the paper [14]).

건축디자인에서 디지털디자인의 적용가능성에 관한 연구 (A Study on the Possibility of Digital Design in Architectural Design)

  • 장영희
    • 한국디지털건축인테리어학회논문집
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    • 제2권1호
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    • pp.1-8
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    • 2002
  • Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.

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DIGITAL TOPOLOGICAL PROPERTY OF THE DIGITAL 8-PSEUDOTORI

  • LEE, SIK;KIM, SAM-TAE;HAN, SANG-EON
    • 호남수학학술지
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    • 제26권4호
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    • pp.411-421
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    • 2004
  • A digital $(k_0,\;k_1)$-homotopy is induced from digital $(k_0,\;k_1)$-continuity with the n kinds of $k_i$-adjacency relations in ${\mathbb{Z}}^n$, $i{\in}\{0,\;1\}$. The k-fundamental group, ${\pi}^k_1(X,\;x_0)$, is derived from the pointed digital k-homotopy, $k{\in}\{3^n-1(n{\geq}2),\;3^n-{\sum}^{r-2}_{k=0}C^n_k2^{n-k}-1(2{\leq}r{\leq}n-1(n{\geq}3)),\;2n(n{\geq}1)\}$. In this paper two kinds of digital 8-pseudotori stemmed from the minimal simple closed 4-curve and the minimal simple closed 8-curve with 8-contractibility or without 8-contractibility, e.g., $DT_8$ and $DT^{\prime}_8$, are introduced and their digital topological properties are studied by the calculation of the k-fundamental groups, $k{\in}\{8,\;32,\;64,\;80\}$.

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시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰 (A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre)

  • 정지윤;성정환
    • 한국게임학회 논문지
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    • 제21권3호
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    • pp.25-38
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    • 2021
  • 본 논문은 현대인의 생활에서 많은 비중을 차지하게 된 디지털 게임 공간에 대해 시뮬라크르 이론에 따라 인간 실존적 의미의 장소(place)로의 발전 가능성과 장소성(placeness) 형성 과정에 대해 알아본다. 우선 인간과 관계 맺음 하는 디지털 게임 공간을 플라톤, 장 보드리야르, 질 들뢰즈의 시뮬라크르 이론을 바탕으로, 혼재될 수 있는 세 가지의 시뮬라크르 공간 양상으로 해석했다. 게임 공간에서 장소성이 형성되는 과정을 앞서 재해석한 시뮬라크르 공간과 장소 이론, 그리고 사용자의 게임 경험을 연결 지어 제시하였다. 이를 통해 다양한 매체의 진정성 있는 경험을 위한 디지털 게임 공간의 장소 양상을 탐구하는 데 이바지하길 기대한다.