• 제목/요약/키워드: interactive installation

검색결과 57건 처리시간 0.025초

현대 실내공간에서 나타난 'Installation' 공간-표현특성에 관한 연구 (A Study on the Space - Expressed Characteristics to Installation on the Contemporary Interior Design)

  • 이재석;도종현;이정욱
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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    • pp.78-81
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    • 2001
  • The lastest art is being characterised by an ever active exchange between different genre. Installation Art is an artistic attempt to integrate visually and dynamic consciousness and movement of human beings and the actual living space based on the new spatial concept of integrative Environment Approach. Through the visual and structural reflection of personal experience and movement new interpretation of space in which various activities and events take place in relation to time is realized. The methods of Installation that relate on the contemporary interior design are as follow : expression of object through deconstruction, space of every experience, enlargement of concept of space, space of interactive.

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연계형 태양광발전설비의 새로운 오동작 방지 및 재병입 알고리즘 제안 (Algorithm for Preventing Malfunction and Reclosing in Grid-Connected PV Systems)

  • 황민수;전태현
    • 조명전기설비학회논문지
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    • 제26권7호
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    • pp.70-76
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    • 2012
  • In general, the unidirectional power flow is normal in distribution feeders before activation of distributed power source such as PV. However, the interactive power flow is likely to occur in case of the power system under distributed generation. This interactive power flow can cause an unexpected effect on convectional protection coordination systems designed based only on the unidirectional power flow system. When the power line system encounters a problem, the interactive power flow can be a contributed current source and this makes the fault current bigger or smaller compared to the unidirectional case. The effect of interactive power flow is varied depending on the location of the point to ground fault, relative location of the PV, and connection method. Therefore it is important to analyse characteristics of fault current and interactive flow for various transformer connection and location of the PV. This paper proposes a method of improved protection coordination which can be adopted in the protective device for customers in distribution feeders interconnected with the PV. The proposed method is simulated and analysed using PSCAD/EMTDC under various conditions.

LED 광원 모듈과 센서를 통한 인터랙티브 라이팅 기법에 관한 연구 (A Study on the Interactive Lighting Methods by LED Light Module & Sensor)

  • 정강화
    • 조명전기설비학회논문지
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    • 제18권3호
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    • pp.1-6
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    • 2004
  • 고체기반 조명인 LED를 적용시킨 건축조명 설계사례는 최근 수적으로 증가하고 있으나, 조명기구의 개발 및 설계적용기법은 새로운 광원에 적합하지 못한 경우가 많다. 본 논문에서는 디지털 기술로 제어되는 조명설계기법 관련 요소를 살펴보고, 디지털 광원 모듈을 개발하여 건축조명설계에 적용해봄으로써 센서와 연동되는 인터랙티브 라이팅 기법의 효용성을 검토하였다. 자연의 아날로그적 변화를 센서로 검출하여 연출하는 인터랙티브 라이팅은 디지털 기술이 조명대상공간을 획일화시킬 수 있다는 부정적 측면을 극복할 수 있는 하나의 새로운 대안이 된다 하겠다.

인터렉티브 사운드 설치와 사용자 의도 분석에 관한 연구 - 작품 Color note 를 중심으로 (A Study on Interactive Sound Installation and User Intention Analysis - Focusing on an Installation: Color note)

  • 한윤정;한병준
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.268-273
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    • 2008
  • 본 연구에서는 사용자 의도를 의도 범위(intention range)에 따라 정의하고, 이를 다양하게 변화시켜 반영한 인터렉티브 사운드 인스톨레이션을 제안한다. 사용자 의도는 요소(element), 부분(part), 전체(entire) 등의 다양한 계층 범위로 분류하여 정의되었다. 또한, 분류된 각 범위는 서로 소속/포함 관계로 정의되었다. 요소 의도를 반영하기 위해 우리는 사용자의 반응에 따라 색과 음이 인터렉티브하게 표시되는 Color note 라는 인터페이스를 제작하였다. 부분 의도를 반영하기 위해 요소 의도를 화성학 규칙으로 보정하기 위한 화성 정리 방법(HD)을 제안한다. 마지막으로 전체 의도는 요소 의도의 거시적 방향성으로써 추정된다. 추정 기법으로서 칼루엔-뢰브 변환(K-L Transform) 등과 같은 통계적 기법을 적용하였다. 제안한 인터페이스인 Color note와 다양한 기법들의 유효성을 확인하기 위해, 전시설치가 되었고, 다양한 사용자에게 평가 설문을 시행하였다. 또한, 전체 의도를 표현하기 위해 사용된 다양한 통계적 기법의 만족도를 조사하였다.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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연료전지 시스템을 이용한 Line-Interactive 방식의 무정전 전원 공급 장치의 설계 (Design of the Fuel Cell Powered Line-Interactive UPS System)

  • 최우진;전희종
    • 조명전기설비학회논문지
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    • 제18권6호
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    • pp.205-212
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    • 2004
  • 본 논문에서는 연료전지와 컨버터 모듈을 채용한 1-[KVA] 용량의 Line-interactive방식의 무정전 전원 공급장치(UPS)가 제안된다. 제안된 시스템은 두 개의 500[W]급 양자 교환막형 연료전지에 DC/DC 컨버터가 결합된 모듈을 채용하며, 이 모듈들이 인버터의 DC-Link를 공유한다. DC-Link에는 슈퍼커패시터 모듈이 채용되어 출력의 변동이나 연료 개질기의 느린 동특성으로 인한 연료전지와 부하 사이의 순시적인 전력의 불균형을 개선시킨다. 또한 슈퍼커패시터에 저장된 에너지는 단시간 동안의 과부하를 처리할 때에도 사용될 수 있다. 제안된 시스템은 배터리를 사용하지 않으므로 환경친화적이며 청정 에너지원에 대한 요구를 만족시킨다. 1-[KVA] 시스템의 설계 예가 제시되며, 1시간의 정전동안 부하에 전력을 공급하기 위해 필요한 수소의 양과 보상용 슈퍼커패시터의 용량을 계산하는 방법이 소개된다.

현대건축 표면에 적용된 디지털미디어의 표현 특성 연구 - 설치미술적 특징에 기초한 분석 - (A Study on the characteristics of digital-media application on surface - An analysis based upon the related characteristics of installation art -)

  • 김진영;이현수
    • 한국실내디자인학회논문집
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    • 제19권3호
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    • pp.38-45
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    • 2010
  • Surface has been an important issue in contemporary architecture. That originates in structural freedom of surface since the end of modern architecture and the current stream of surface becoming an identity of building. Development of digital-media has brought a great change to our society in general. Digital-media is characterized by use of digital-information and interactive communication. Digital-media has been applied on surface in contemporary architecture lately. It is a purpose of the study to analyze the characteristics of digital-media application on surface based on the related characteristics of installation art. The categories and the contents for the frame of case analysis were arranged through document research. The foreign and domestic cases of digital-media application were analyzed based on the frame of analysis. Digital-media, which is installed on surface, is interacted with human and surroundings. It enhances emotional communication between human and architecture. Surface is not any more a simple fixture but an interactive creature. It makes surface more dynamically and fluidly that the course of light and human movement affect on digital-media. Surface itself is also turned into an object of art. It reflects the interweaving characteristics between contemporary architecture and installation art. It was analyzed through the study that emotional level of people is the important issue shared in digital-media application on surface and installation art. The complementary relationship between surface of contemporary architecture and installation art can be manipulated by the application of digital-media on surface.

부분공진기법을 이용한 연계형 태양광발전시스템 (The Utility Interaction type PV system by using partial resonant system)

  • 고강훈;이현우;김영철;최광주
    • 한국조명전기설비학회:학술대회논문집
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    • 한국조명전기설비학회 1999년도 학술대회논문집-국제 전기방전 및 플라즈마 심포지엄 Proceedings of 1999 KIIEE Annual Conference-International Symposium of Electrical Discharge and Plasma
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    • pp.290-295
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    • 1999
  • This paper describes Trans-less type utility interactive system that is combined with buck/boost chopper applying partial resonant method, which remove Trans, and high efficient PWM inverter. Therefore, it is possible to make it lightweight, to cut down the cost, and to improve its reliability. What the merits of this system are that we con transmit arbitrary power to load and utility regardless of generating voltage magnitude and we can always obtain high factor controlling by equal phase signal with utility.

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Fractal-Interactive Art를 활용한 공공디자인에 관한 연구 (A Study on Public Design using Fractal-Interactive Art)

  • 주해정;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.629-632
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    • 2009
  • 공학적인 관점에서 Interactive Art와 디자인은 하나의 지능형 시스템으로 해석할 수 있다. 인간과 제작물 간의 원활한 소통, 즉 인터랙티브 반응을 주고받기 위해 센서, 카메라 등으로 입력 받은 후 이 정보들을 실시간으로 처리, 분석하여 그 결과를 영상, 그래픽, 음향 등의 다양한 매체로 표현하기 때문이다. 이러한 인터랙티브를 활용한 영상은 다양한 예술 디자인 분야에서 그 영역을 넓혀가며 점차 발전되고 있다. 예술 형태의 Interactive Art에 환경에 대한 정보성을 융합하여 시민들에서 자연스럽게 정보를 접할 수 있도록 하며 주변환경을 느낄 수 있는 시스템으로 연구하고자 한다. 본 연구에서는 Interactive Art가 공간자체에 활기찬 분위기를 조성하며 직접 체험할 수 있는 공공예술로 활용된다. 기존의 정지된 설치의 개념에서 보다 발달된 동적인 형태로 인간과 자연스럽게 조화되어 정보를 습득하게 되는 참여 형태의 경험을 제공할 수 있다. 따라서 공공디자인의 활용에 Interactive Art에 대한 연구의 필요성이 절실하다.

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Crying Sea, The Sound Installation: Artistic Considerations for Coexistence between Human and Technology

  • Park, Jungsun;Wi, Hyeongseok;Park, Sungwoo
    • Journal of Multimedia Information System
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    • 제9권1호
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    • pp.43-50
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    • 2022
  • As the discourse on Anthropocene grows, this exploratory research investigates the interrelationship and interconnectivity between humanity and technology by analyzing a sound art installation created by the author. Crying Sea is a sound installation that uses plastic wastes collected from the shore to create symbolic narratives and artistic experience connecting humans, objects, and nature through interactive digital technology. In this installation, the audiences are guided to walk over the wastes, and the sounds created by the footsteps are recorded in real-time, which then are distorted and amplified into disturbing sounds through speakers filling up the room. In analyzing this artwork, three theories from technological, philosophical, and ecological backgrounds were used; specifically, Bernard Stiegler's pharmakon theory, Dona Haraway's cyborg manifesto, and Timothy Morton's dark ecology theory. A common factor revealed from all three theories by analyzing the Crying Sea is that humans, technologies, and all other entities within nature are interconnected and resonated. The awareness of this recursive relationship allows us to consider sustainable balancing.