• Title/Summary/Keyword: digital space

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Similarity Evaluation on Images of Textile Print Design for Digital Library (Digital Library를 위한 텍스타일 프린트 디자인의 이미지 유사성 평가)

  • Lee, Chae-Jung;Kim, Joo-Yong
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.631-637
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    • 2007
  • This research focuses on similarity evaluation of images according to tones of images. Color space of images were converted RGB color space into HSI color space. The information entropy criteria has been taken for evaluating similarity of images for digital library. The similarity was then calculated by combining correlation coefficients and information entropy. Those two values are further analyzed with a relation to human sensibility.

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A BANDWIDTH VARIABLE DIGITAL GENERATOR FOR RADAR ALTIMETER

  • Lin, Ying;Liu, Heguang;Liu, Zhiqlang;Xu, Ke;Zhang, Xuabgjyb
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.484-489
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    • 2002
  • This paper concerns the design and implementation of a Bandwidth Variable Digital Chirp Generator (DCG) for the radar altimeter. A double SRAM parallel structure is used to breakthrough the upper DCG bandwidth limited by the highest clock frequency of the digital chips. An experimental system working in the waveform storage method has been implemented. We show that the bandwidth changed according to the radar altimeter's requirement and the design released the stringent speed requirement of the chips fur making a variable wide bandwidth DCG.

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A Study on Preference according to Affordance Design Elements in Digital Media Exhibition Environment (디지털미디어 전시환경에서의 어포던스디자인 요소별 선호에 관한 연구)

  • Noh, Yi-Kyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.135-142
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    • 2017
  • Recently, as human-centered design and humanization of space accelerates, the concept of physical space is changing to user-centered space. In particular, in the case of exhibition space to utilize digital media, visitors' actively experiencing exhibits and participating exhibition are regarded as an important factor, thus affordance design serves as a crucial factor to afford satisfaction with exhibition space to the visitors. Accordingly, the study is to understand the concept of the affordance and the digital media exhibition environment and to analyze the preference for each affordance design factor in the digital exhibition environment. The survey is conducted to people in the twenties who inhabit Seoul and the metropolitan area, familiar with the digital media. The results of the survey show that the most important role of the digital media in the exhibition environment is to create the atmosphere for concentration and complexity is the most preferable among interactivity, network ability and complexity, the feature of the digital media. Additionally, the results reveal that cognitive affordance presenting the feature of design to help the user when he/she want to know something is the most preferable among sensory affordance, physical affordance, cognitive affordance and functional affordance and as the time exposed to the digital media increases the importance of the affordance design is high. As the digital environment is common now in many fields, it will be regarded as a crucial factor to the visitors of an exhibit hall from now on whether affordance design is used.

The Characteristics of Light in Digital Space (디지털공간에 있어서 빛의 특성)

  • 홍승대
    • Archives of design research
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    • v.15 no.4
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    • pp.77-86
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    • 2002
  • 3D computer applications provide various functions such as modeling, rendering, animation, lighting and so on. Lighting is the core element in that light visualizes shape and develops characteristics of surface. In spatial design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. The purpose of this study is to define the characteristics of lighting in digital space provided by the computer, based on the fact that physical space cannot be separated from digital space, and to show how light in the physical realm relates to computer graphics technologies. This study shows there are following characteristics of light in digital space; iconic light, modifiable surface, shadowless light, 2-dimensional perception, and the particulate aspect of light but not the wave aspect of light. Light in physical or digital space is capable of producing a visual sensation. The experimental space can be realized due to the lack of physics. Further study in new illumination procedures are required as computer media expands.

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A Study on the Relation between Light and Ever-changing Space (빛과 공간의 변전에 관한 연구)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.1
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    • pp.65-74
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    • 2008
  • Light creates ambiance that affects our impression of space. Before the modern age, the role of light is a religious factor and a primitive state to see. In the modern space design, light is used to achieve the continuous transformation and translation of building's image. Ever-changing space is a flexible corresponding of space to its environment, caused by certain dynamic light. The space turn into some other thing from what it was before, or just changing its character. approaching men and society with different meanings. The purpose of this study is to explore the relation between light(natural and artificial) and ever-changing space through the case study. The impacts of light on ever-changing in today's space design can be summarized as follows. 1) Materialization of light in space design. Nowadays light becomes a form itself. The geometric properties of the space form playa secondary role as compared to the importance assigned to light. 2) Pixelization of space by a light effect. The impacts of digital technology on the space design have come through enhancing the 'pixelization' of the surface from which buildings are made their responsiveness and adaptability to changing needs. The surface with ever-changing lights that blur the boundary of space and expand the image of space.

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A Study on the Analysis of the Characteristics of the Real-time Behavior Space Design - Focused on the Works of onl and NOX - (물리구축환경의 지능적 부활로서의 실시간 행태 공간의 특성 분석 - onl과 NOX의 작품을 중심으로 -)

  • Lee Hanna;Park Hyun-Ok
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.19-26
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    • 2005
  • Digital technology continually makes a space evolves. The real-time behavior design communicates the data with the situation of circumference of the space(visitors moving, interior and exterior situations). The space form was changed because it interfaces in real time. The purpose of this study was finding out the characteristics of real-time behavior space design through the analysis of space formative languages, sensorium, S-R and material. This study will be the one of basic references for the digital space design. The boundary of this study set limits to the works of digital space designer who applies the real-time exchanging data to their design among the digital space design works from 1996 to 2004. But it excepted from the real-time behavior space in virtual realty. Therefore, the objects of this study were the works of onl and NOX(paraSITE, Trans-port 2001, Muscle, MotormeCCa, Handdrawspace, Saltwater Pavilion, Son-O-House, H2O Expo). The method was the contents analysis of space formative languages(Greg Lynn's ten space formative languages; bleb, blob, branch, flower, fold, lattice, teeth, shred, skins and strand), sensorium, S-R and material. The results of the study are as follows: 1) The organizational elements; Space formative languages(bleb, blob, fold, shred, skins, strand), stimulation(Human Participation, Human Moving, Weather Conditions), and response(Spatial Moving, Sound Pattern, Lighting Pattern, color Pattern, Activating Particles, Moving Picture, Virtual Friend) 2) The material Use; Sound, lights, and network have been used in the space. Immaterial matter will be used the main material of space design in 21"'century, 3)The spatial types; formal changing of space, projecting immaterial elements, and changing the sound.

[ $F\"{o}rstner$ ] Interest Operator in Scale Space (다축척 수치영상에서 $F\"{o}rstner$연산자의 거동)

  • Cho, Woo-Sug
    • Journal of Korean Society for Geospatial Information Science
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    • v.4 no.1 s.6
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    • pp.67-73
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    • 1996
  • The objective of this research is to investigate the behavior of the $F\"{o}rstner$ interest operator, which has been widely used for detecting distinct points in the field of digital photogrammetry and computer vision, in scale space. Considering the hugh volume of digital image utilized in digital photogrammetry, the scale space (image pyramid) approach which appears to be a solution for enhancing image processing, began to gain its attention. The investigation of the $F\"{o}rstner$ interest operator in scale space generated by the Gaussian kernel shows its behavior and feasibility for being used in practice.

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An Analysis of the Customer Demand for Digital Convergence of the Furniture in the Living Space of Ubiquitous Home (유비쿼터스 주택 거실 가구의 디지털 컨버젼스화를 위한 소비자 요구 분석)

  • Ryu, Hye-Ji
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.29-37
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    • 2008
  • The purpose of this study was to analyze the customer demand for design development of digital convergence furniture in the living space of the ubiquitous home. This study used the individual survey method and was collected from July 1 to 20, 2008. The frequency and percentage were used for data analysis by SPSS window's 12. The results of the study were as follows: The first, a lot of survey targets were 30-40 years old, university graduates, over 50,000,000 won in annual income and 30-40 pyung in house size. The second, what types of activity were carried out in the living room were acquisition of knowledge>entertainment activity>communication activity>household chores. The third, what types of furniture were used in the living room were A/V furniture>table>sofa>computer table>bookself. The forth, customers preferred to picture telephone service in sociality, home-theater service in entertainment and home appliances remote control service in information service. The fifth, the digital functions which can integrate with the living roon furniture, in the item for A/V furniture, was front door control function which recognizes visitors with the screen. In the item for table was function to search internet and for sofa was self purification function. Finally, the digital convergence furniture is not only for one activity but also for various types of activities that can comprehensively function to materialize the concept of comfortable furniture in the living space.

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Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.