• Title/Summary/Keyword: interactive experiences

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

  • Jang, Jung-Jae
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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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.

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

  • Kim, Soyoung
    • Korean Journal of Social Welfare Studies
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    • v.48 no.1
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    • pp.143-171
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    • 2017
  • This study aims to examine experiences of homeless risk factor before becoming the homeless focusing during their childhood period. This study underscore their victimization experience in their previous life with life history interviews of 60 homeless adults. As a result, this study identified various individual homeless risk factors they experienced for a long time. Also the risk factors were interactive, amplified and affect becoming homeless in the end. Moreover the results proved different characteristics between the group according how often they experienced homeless risk factors. These results show that the individual factors emerging homeless also start early stages of their life and those were invincible misfortune and victimization. These findings suggest that the government policy and proactive intervention in order to prevent homeless in the early stage need to be established and have more concerns about high risk youth.

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

  • Do, Namchul
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.3
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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.

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

  • Cheong, J.S.;Ghyme, S.;Heo, G.S.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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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.

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

  • Han, Jee-Youn;Shin, Hong-Kyung
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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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.

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

  • Chang In-Kyung;Kim Moon-Duck;Song Choon-Eui
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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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.
    • Journal of the Korean Operations Research and Management Science Society
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    • v.10 no.1
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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.
    • Research in Mathematical Education
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    • v.3 no.1
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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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A Study on the Dynamic Reliability Analysis of the Shell Structure under Random Loads (불규칙 하중을 받는 Shell 구조물의 동적 신뢰성 해석에 관한 연구)

  • 배동명
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.33 no.4
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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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Prediction Method for the Implicit Interpersonal Trust Between Facebook Users (페이스북 사용자간 내재된 신뢰수준 예측 방법)

  • Song, Hee Seok
    • Journal of Information Technology Applications and Management
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    • v.20 no.2
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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.