• Title/Summary/Keyword: 경험공간

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Spatial Rainfall Considering Elevation and Estimation of Rain Erosivity Factor R in Revised USLE Using 1 Minute Rainfall Data and Program Development (고도를 고려한 공간강우분포와 1분 강우자료를 이용한 RUSLE의 강우침식인자(R) 산정 및 프로그램 개발)

  • JUNG, Chung-Gil;JANG, Won-Jin;KIM, Seong-Joon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.19 no.4
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    • pp.130-145
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    • 2016
  • Soil erosion processes are affected by weather factors, such as rainfall, temperature, wind, and humidity. Among these factors, rainfall directly influences soil erosion by breaking away soil particles. The kinetic energy of rainfall and water flow caused by rain entrains and transports soil particles downstream. Therefore, in order to estimate soil erosion, it is important to accurately determine the rainfall erosivity factor(R) in RUSLE(Revised Universal Soil Loss Equation). The objective of this study is to evaluate the average annual R using 14 years(2002~2015) of 1 minute rainfall data from 55 KMA(Korea Meteorological Administration) weather stations. The R results from 1 min rainfall were compared with previous R studies using 1 h rainfall data. The determination coefficients($R^2$) between R calculated using 1 min rainfall data and annual rainfall were 0.70-0.98. The estimation of 30 min rainfall intensity from 1 min rainfall data showed better $R^2$ results than results from 1 h rainfall data. For estimation of physical spatial rain erosivity(R), distribution of annual rainfall was estimated by IDW(Inverse Distance Weights) interpolation, taking elevation into consideration. Because of the computation burden, the R calculation process was programmed using the python GUI(Graphical User Interface) tool.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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A Study on the Status of Experiential Exhibition Facilities in Exhibition Space - A focus on A Medium of Digital Media - (전시공간에서의 체험형 전시시설 현황 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Hyung-Sook;Park, Boo-Mee
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.293-302
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    • 2006
  • Since the late 20C, the development of informative electronic technology has expanded human beings' spatial recognition from three-dimension into multi-dimension. Also space has formed mutual organic relation with the human being, since they started having the image responding ability of experience and recognition. The mutual organic relation has appeared in exhibition space aggressively introduced informative electronic technology from existing physical space. Therefore, m carried out a compartive study into the status of exhibition facilities and the form of interaction focusing on exhibition facilities as a medium of interaction between information and users in experiential exhibition space to which informative electronic technology had been introduced. The ultimate purpose of the study was that the phenomena, which had been anticipated from happenings in mutual organic relation between human beings and space, was reflected on space as a place of various communication activities. Hereafter, researches and studies on further exhibition should be continued to clarify the mutual relationship between exhibition space and user trends not only through exhibition space but also through the study of user trends that are changing everyday.

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Value Chain Analysis of Geospatial Web Service for VGI Application (사용자 참여형 공간정보 웹서비스의 가치사슬분석)

  • Choi, Won Wook;Hong, Sang Ki;Ahn, Jong Wook
    • Spatial Information Research
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    • v.22 no.2
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    • pp.73-87
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    • 2014
  • The fact that the limits of information recency, diversity, and usability are mainly caused by the supply oriented geospatial data and service development is commonly recognized. It is recently tried to overcome the limits by facilitating user experience and VGI(Volunteered Geographic Information) in several geospatial web services. This study suggests 10C framework of geospatial web service for VGI through review and examination of previous research. Based on the 10C framework, the value chain system of 23 use cases relevant to the geospatial web service involving the creation of user's VGI is investigated. The result of the value chain analysis is applied to examine and formulate the strategies to generate value addition from public spatial information with respect to creation, aggregation, delivery, and consumption process of VGI.

An Exploratory Study of Developing a Measurement Tool for the Quality of Information Commons (정보공유공간의 품질 측정지표 개발에 관한 탐색적 연구)

  • Park, Ji-Hong;Key, Sun-Ah
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.4
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    • pp.5-25
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    • 2012
  • The purpose of this study is to develop a measurement tool for the quality of information commons. Information commons is a physical, technological, social, and intellectual place where library users can experience various educational, research, and cultural activities. It is recently gaining popularity and several libraries have implemented it to help users share knowledge and interact with each other. It also intends to provide a place for collaboration, learning, and rest. Despite its benefits and usefulness, there is no measurement tool explicitly designed for the quality of information commons. This study used in-depth personal interview, compared prior studies, and conducted a pilot study to elicit library users' perceptions on information commons and factors influencing on the perceived quality of information commons. Groups of initial items were emerged through classifying and clustering key concepts in the data. Then, the validity of the items were verified through a pilot study. The findings of this study will be useful for developing more reliable and valid survey measurement tool.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

Lateral Earth Pressures Acting on Anchored Retention Walls for Underground Excavation (지하굴착시 앵커지지 흙막이벽에 작용하는 측방토압)

  • 홍원표;윤중만
    • Geotechnical Engineering
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    • v.11 no.1
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    • pp.63-78
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    • 1995
  • Recently, in order to utilize more effectively underground space, deep excavations have been performed on building or subway construction in urban areas. In such excavations, anchors have been used to support the excavation retaining walls because the anchored excavation could provide wide working space for underground construction. The purpose of this paper is to establish empirical equations to be able to estimate the earth pressures acting on anchored excavation retention walls, based on the investigation of field measuring results, which were obtained from twenty seven building construction sites. The prestressed anchor force was measured by load cells which were attached to the anchor head, while the horizontal displacement of excavation walls were measured by inclinometers which were installed right'behind the retention walls. The lateral earth pressures acting on the anchored retention walls, which were estimated from both the measured anchor forces and the horizontal displacement of the walls, showed a trapezoidal distribution. There was some difference between the measured earth pressures acting on the anchored retention walls and the empirical earth pressures given by several empirical equations. Thus, the lateral earth pressures acting on anchored retention walls would be estimated by these empirical equations with some modifications.

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Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.