• 제목/요약/키워드: interactive experiences

검색결과 133건 처리시간 0.034초

현대 건축에 있어서 신체의 의미와 디자인 적용에 관한 연구 (A Study on the Meaning and the Design Trend of the Body in Contemporary Architecture)

  • 장정제
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.3-14
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    • 2013
  • This study is aimed to specify the meaning of the body and the design trends in contemporary architecture. Architecture is based on the human life of various meaning, events, experiences, images, senses and interactions through the body. Thoughts, behaviors, and senses of human are interrelated in architectural experiences. Individuals experience the built environments and space, not through the ideas but through the senses and movements of the body. So, bodies make the real space of architecture. Contemporary architecture accepts the theory of phenomenology and places on the thoughts of Maurice Merleau-Ponty, Heidegger, Nroberg Schulz and so on. Such researches effect on the architectural trends to make design processes works on the programs in views of the expansion and the structuralization of human body. In detail, the aim of this study is to analyse the architecture as the fields of the subject with body as the center, design processes and principles changed form metaphysical thought to phenomenological discourse, and the design trends in contemporary architecture at last. In process of movements, vision centered architecture moves into the bodily experienced architecture and changed the trends from absolute form design to design of relative processes. In conclusion, architectural formation-dissolution-reconstitution of body creates the architectural thoughts such as human proportions, perspective space, ergonomics, modular, organic architecture, experience space, synesthesia, event architecture, fashion-invoked architecture, interactive surfaces, metamorphosis, and others.

생애과정에 걸친 노숙 위험요인에 관한 탐색적 연구 : 성장기 불행한 경험을 중심으로 (Homeless Risk Factors through the life courses : Focusing on the childhood adverse experiences)

  • 김소영
    • 사회복지연구
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    • 제48권1호
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    • pp.143-171
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    • 2017
  • 본 연구는 노숙인의 성장기와 노숙 이전의 노숙 위험요인 경험을 확인하면서, 특히 성장기의 불행한 경험이 성인기의 노숙 발생에 미치는 영향을 살펴보고자 하였다. 기존의 노숙에 대한 개인적 원인에 관한 연구들은 노숙 전후의 알코올 문제, 정신건강 문제, 약물중독, 노숙인의 비행과 일탈 등에 주로 초점을 맞추어 온 반면, 본 연구는 노숙의 개인적 요인을 더욱 세분화하면서 그 시점을 노숙인의 성장기까지 앞당겨 이들이 경험한 위험요인의 중복, 상호작용, 노숙에 미친 영향 등을 파악하고자 하였다. 60명의 노숙인 생애사 자료에서 추출한 경험을 분석해 본 결과, 노숙인들은 이미 성장기부터 중첩된 많은 위험요인을 경험하였고, 이것은 성인기로 오면서 이들 위험요인간의 상호작용을 통해 증폭되는 경향을 보이기도 하였다. 또한 위험요인 경험 정도가 높은 그룹과 낮은 그룹을 비교해 보았을 때, 노숙에 이르게 된 원인의 차이도 발견할 수 있었다. 이러한 연구결과를 바탕으로 노숙의 개인적 원인이 일찍부터 시작된 불가항력적인 불행과 배제, 피해의 경험으로부터 시작된 면도 존재한다는 점을 강조하면서, 결과적 노숙의 예방은 고위험 아동청소년에 대한 적극적 개입과 위험요인의 중첩을 방지하는 전략이 수반되어야 함을 지적하였다.

소셜미디어와 PDM 시스템을 활용한 협업적 제품자료관리 교육 (Education of Collaborative Product Data Management by Using Social Media in a Product Data Management System)

  • 도남철
    • 한국CDE학회논문집
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    • 제20권3호
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    • pp.254-262
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    • 2015
  • This study proposes an approach to Product Data Management (PDM) education for collaborative product data management, which can support collaborative product development process. This approach introduces social media and a PDM system into a framework for PDM education supported by consistent product development process and product data model. It has been applied to two PDM classes and the result shows that the social media in PDM education can support not only experiences of the collaborative product data management but also interactive and informal communications among instructors and participants using integrated social media with product data during courses.

인터랙티브 초다시점 콘텐츠 제작 기술 (Interactive Super Multi-view Content Technology)

  • 정재숙;김상원;허기수;정일권
    • 전자통신동향분석
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    • 제32권5호
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    • pp.39-48
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    • 2017
  • Since the world's first 3D commercial film with red-blue glasses was introduced in 1922, remarkable progress has been made in the field of 3D video. 3D video content gained enormous popularity with the movie "Avatar," which greatly increased the sale of 3D TVs. This momentum has weakened owing to lack of 3D content. However, the recent trend of virtual reality (VR) and augmented reality (AR) made 360 VR video and 3D games using a head mounted display wide spread. All these experiences mentioned above require wearing glasses to enjoy 3D content. Super multi-view content technology, on the other hand, enables viewers to enjoy 3D content without glasses on a super multi-view display. In this article, we introduce the technologies used to make super multi-view content, interact with it, and author content, which are developed by ETRI.

21세기 업무공간의 감성디자인 적용에 관한 연구 (A Study on Application of the Emotion Design to Office Space in 21st)

  • 한지연;신홍경
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.139-146
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    • 2007
  • This study is tended to analyze the characteristics of the emotional office environment so that digital technologies may adapt to the rapidly progressing social structure in a flexible way, investigate the interior composition of the changing office space and the element and direction of design and then present the indoor environment appropriate to it with the desirable alternative to the emotional office. The recognition of emotionality becomes so important that it is called 'emotional society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on office. Emotional design is understanded from a interactive point of view, human and interior-space. The important factors of this study are light, color, immateriality and fun sensitivity The purpose of this study is to examine the emotional design by analysis of multifarious spaces. Office space Is designed emotional and experienced in the future.

저드 파트너십의 쇼핑몰 공간에 나타난 디자인적 특성에 관한 연구 - 감성디자인적 표현특성을 중심으로 - (A Study on the Expressive Characteristics of Jerde Partnership's shopping mall space - Focused on Emotional Design -)

  • 장인경;김문덕;송춘의
    • 한국실내디자인학회논문집
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    • 제14권6호
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    • pp.86-94
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    • 2005
  • The recognition of emotionality becomes so important that it is called' emotional consumption society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on commercial place. Emotional design is understanded from a Interactive point of view, human and interior-space. The purpose of this study is to examine the emotional design by analysis of multiple-commercial-functioned shopping places. Specially, the most recently remarkale Jerde partnership's shopping space in Japan. Jerde partnership' project theme is creative experience by making place and experience design. Though, they weren't claim to stand for emotional design, but presented an emotional element in the shopping mall works.

Revised Iterative Goal Programming Using Sparsity Technique on Microcomputer

  • Gen, Mitsuo;Ida, Kenichi;Lee, Sang M.
    • 한국경영과학회지
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    • 제10권1호
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    • pp.14-30
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    • 1985
  • Recently, multiple criteria decision making has been well established as a practical approach to seek a satisfactory solution to a decision making problem. Goal programming is one of the most powerful MCDM tools with satisfying operational assumptions that reflect the actual decision making process in real-world situations. In this paper we propose an efficient method implemented on a microcomputer for solving linear goal programming problems. It is an iterative revised goal simplex method using the sparsity technique. We design as interactive software package for microcomputers based on this method. From some computational experiences, we can state that the revised iterative goal simplex method using the sparsity technique is the most efficient one for microcomputer for solving goal programming problems.

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Perceptions of Change and Reform Efforts by Secondary School Mathematics Teachers in the People's Republic of China and the United States

  • Carter, Jack;Lu, Shihu;Ferrucci, Beverly J.
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제3권1호
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    • pp.1-8
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    • 1999
  • The present study extends previous research in this area by investigating perceptions of change and reactions to reform efforts by pre-service and practicing secondary school mathematics teachers in the People's Republic of China (PRC) and the United States of America. Interviews were used to gather data about school experiences, teaching practices, and planned changes in mathematics programs. Analysis of the interview data supported earlier findings with respect to the well-planned nature of lessons by PRC teachers and the influence of mathematics contents and examination systems in the PRC. Findings also indicated a general agreement among teachers from both countries favoring less lecturing and more discussion and interactive activities. There were contrasts by nationality in descriptions of future teaching, ideal lessons, sources of teaching ideas, and preferences about school mathematics programs.

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불규칙 하중을 받는 Shell 구조물의 동적 신뢰성 해석에 관한 연구 (A Study on the Dynamic Reliability Analysis of the Shell Structure under Random Loads)

  • 배동명
    • 수산해양기술연구
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    • 제33권4호
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    • pp.334-345
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    • 1997
  • Reliability-based design approaches are needed for cylindrical shell structure whose design and operational experiences are few and which are subjected to external loads of random loads. In designing new type of structure, it is very difficult to evaluate the safety factors due to lack of previous design data and operational experience. To solve the above mentioned problem, much attention is being focussed on rational reliability based design approaches. This paper deals with weight-optional reliability-based design of cylindrical shell structure subjected to structural reliability constraints taking into account of the effect of local buckling and interactive behavior between local and global buckling. Present mentioned is compared with the exiting optional design method based only on safety factors. Numerical simulation reveals that the present method leads to lighter structure (4% reduction in weight compared to the existing optimal design) with the same reliability index. For larger structures with more number of structural members and possible failure modes, the present W0RBD procedure will be an efficient tool in designing cost-effective rationalized economic design.

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페이스북 사용자간 내재된 신뢰수준 예측 방법 (Prediction Method for the Implicit Interpersonal Trust Between Facebook Users)

  • 송희석
    • Journal of Information Technology Applications and Management
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    • 제20권2호
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    • pp.177-191
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    • 2013
  • Social network has been expected to increase the value of social capital through online user interactions which remove geographical boundary. However, online users in social networks face challenges of assessing whether the anonymous user and his/her providing information are reliable or not because of limited experiences with a small number of users. Therefore. it is vital to provide a successful trust model which builds and maintains a web of trust. This study aims to propose a prediction method for the interpersonal trust which measures the level of trust about information provider in Facebook. To develop the prediction method. we first investigated behavioral research for trust in social science and extracted 5 antecedents of trust : lenience, ability, steadiness, intimacy, and similarity. Then we measured the antecedents from the history of interactive behavior and built prediction models using the two decision trees and a computational model. We also applied the proposed method to predict interpersonal trust between Facebook users and evaluated the prediction accuracy. The predicted trust metric has dynamic feature which can be adjusted over time according to the interaction between two users.