• Title/Summary/Keyword: 기호-공간

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Tracking in Indoor Symbolic Space with RFID Sensors (RFID센서를 이용한 실내 기호공간내의 이동객체의 위치 추적)

  • Kang, Hye-Young;Li, Ki-Joune
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2010.09a
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    • pp.7-9
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    • 2010
  • 이에 본 논문에서는 이동 객체의 위치를 향상 명시적으로 결정할 수 있는 추적 가능 실내 기호 공간(Trackable Indoor Symbolic Space)을 정의하고, 이러한 공간을 정의하기 위한 규칙들을 제안한다 위치를 좌표로 나타내는 실외 공간의 응용 프로그램들과는 달리, 대부분의 실내공간의 응용 프로그램들은 위치를 방 번호와 같은 기호적 값으로 표현하는 기호참조체계를 이용한다 이에, 본 논문에서는 실내기호공간의 개념과 실내 기호공간에서의 이동객체의 위치 추정에 대해 소개하고, 추정 가능한 실내공간을 만들기 위한 규칙과 방법을 제안하고 있다.

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Location Tracking in Indoor Symbolic Space with RFID Sensors (RFID 센서를 이용한 실내 기호공간에서의 위치추적)

  • Kang, Hye-Young;Hwang, Jung-Rae;Li, Ki-Joune
    • Spatial Information Research
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    • v.19 no.3
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    • pp.53-62
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    • 2011
  • Spatial information services in indoor space are an im portant application area of GIS as in outdoor space. Unlike in outdoor space, a position in indoor space is specified by a symbolic code such as room number, rather than coordinate. Therefore tracking in indoor space is no longer a prediction of coordinates but a symbolic estimation on the current position of a moving object. In this paper, we propose a framework for tracking moving objects in indoor symbolic space with RFID sensors. First, we introduce the concepts of indoor symbolic space and tracking in indoor symbolic space, and define the accessibility graph for trackable indoor symbolic space. Second, we propose a deployment method of RFID readers and a construction algorithm of accessibility graph for trackable indoor symbolic space. Third, a tracking method is proposed for moving objects in symbolic indoor space with RFID sensors. Finally, we present an implementation exmaple and the result of experiment with real data to validate the proposed method.

Urban Machine Space as (Non-)Place: Interpreting Semiotic Representations of Subway Space in Daegu ((비-)장소로서 도시 기계 공간 -대구 지하철 공간의 기호적 재현에 대한 해석-)

  • Lee, Hee-Sang
    • Journal of the Korean Geographical Society
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    • v.44 no.3
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    • pp.301-322
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    • 2009
  • This paper is an attempt to explore semiotic representations of subway space as the urban machine space of local mobility in terms of space, time and place. For this, the second section of the paper reviews the contours of the urban space of mobility in terms of 'machine space', 'non-place' and 'cognitive map'. The third section interprets the sings of 'spatial' and 'temporal' representations of subway space in Daegu, and suggests the implications of the semiotic representations. It is uncovered that various sign-scapes which coexist in the subway space in coordinated or contradictory ways product the space into multiple and complex techno-social spaces. That is, the spatio-temporal representations of the subway space form the space of 'non-place' on the one hand and the space of 'place' on the other hand, and involve the spatialization of 'memory' on the one hand and the spatialization of 'forgetting' on the other hand. Thus, the subway space should be regarded to be not only the space of 'mobility' which people move in and through, but also the space of 'identity' which has effects on the ways for them to see the machine space and its urban space.

The Structure of Text and Spatial Image - Focused on the Signification and Dramatic Space of ${\ulcorner}$the Sea-gull${\lrcorner}$ - (텍스트와 공간이미지의 구조 - "갈매기" 의 극공간 구조와 의미작용을 중심으로 -)

  • 오경환
    • Archives of design research
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    • v.14 no.4
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    • pp.199-207
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    • 2001
  • The public performance of drama has essence to convert text to visual images as stage and to represent, inform such visual images. Visual image is formed through a space as stage. Stage is a dish to fill the texts and is the mother's womb of visual image. Namely, visual image of drama equals space image. The purpose of this study is a trial to grasp the structure and system represented through interpreting. Especially, the concerns of this study are not semiology of letter imported in image but spacial image text importing just contents of text and the process and contents grasping the structure and meaning of dramatic space. Finally, this study proposed 'the system of space embodiment'from the semiotic point of view as interpretation methodology of actual memorial, symbolic space.

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Study of emoticon as an emotional sign under the digital communication environment (디지털 커뮤니케이션 환경에서 감성기호로서 이모티콘에 관한 연구)

  • 조규명;김경숙
    • Archives of design research
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    • v.17 no.1
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    • pp.319-328
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    • 2004
  • The communication environment made by digital technologies has made it possible to exchange information and deliver messages fast and easily among people of various classes in virtual space beyond time and space. Net-generation, who is accustomed to this virtual space, couldn't be satisfied with the linear text-oriented language any more, and began to make signs by use of computers in order to differentiate itself from others and to express its desires. Among the signs, emoticon created by joint of popular culture and digital communication centering around young generation is a new visual sign and emotional sign that can deliver a sender's feelings contained in a message. This paper has studied social phenomena, their relationships with emoticon and background of its creation through documentary review of media development, changes in the communication environment and popular culture. Furthermore, it has analyzed the meaningful action and roles of emoticon as a sign in terms of semiotics and also, studied a possibility of using emoticon as a new emotional sign. The study results say that emoticon can play the roles of a non-linguistic sign just like general signs that make mutual exchange through meaningful action, and also that it can be used to effectively deliver messages not only in virtual space, but also in advertising, posters, magazines and CI. However, emoticon is better at emotional expressions yet than other textual signs or visual signs, but in order to position itself as a universal and popular sign, emotional expressions should be clear, any difference in understanding messages should be removed, and message delivery should be more efficient.

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Continuous Spatio-Temporal Self-Join Queries over Stream Data of Moving Objects for Symbolic Space (기호공간에서 이동객체 스트림 데이터의 연속 시공간 셀프조인 질의)

  • Hwang, Byung-Ju;Li, Ki-Joune
    • Spatial Information Research
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    • v.18 no.1
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    • pp.77-87
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    • 2010
  • Spatio-temporal join operators are essential to the management of spatio-temporal data such as moving objects. For example, the join operators are parts of processing to analyze movement of objects and search similar patterns of moving objects. Various studies on spatio-temporal join queries in outdoor space have been done. Recently with advance of indoor positioning techniques, location based services are required in indoor space as well as outdoor space. Nevertheless there is no one about processing of spatio-temporal join query in indoor space. In this paper, we introduce continuous spatio-temporal self-join queries in indoor space and propose a method of processing of the join queries over stream data of moving objects. The continuous spatio-temporal self-join query is to update the joined result set satisfying spatio-temporal predicates continuously. We assume that positions of moving objects are represented by symbols such as a room or corridor. This paper proposes a data structure, called Candidate Pairs Buffer, to filter and maintain massive stream data efficiently and we also investigate performance of proposed method in experimental study.

Geocoding Scheme for Multimedia in Indoor Space Based on IndoorGML (IndoorGML을 활용한 실내공간 멀티미디어 위치 인코딩 방법)

  • Li, Ki Joune
    • Spatial Information Research
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    • v.21 no.4
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    • pp.35-45
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    • 2013
  • Most multimedia contains location information whether they are implicit or explicitly, and which are very useful for several purposes. In particular, we may use location information in defining query conditions to retrieve relevant multimedia. For this reason, a number of works have been done to organize and retrieve geo-referenced multimedia data. However, they mostly focus on outdoor space where position is identified by (x, y, z) coordinates. In this paper, we focus on multimedia in an alternative space, indoor space, which differs from outdoor space in several aspects. First indoor space is considered as symbolic space, where location is identified by a symbolic code such as room number rather than coordinates. Second, topological information is a crucial element in providing indoor spatial information services. Third, indoor space is in more micro-scale than outdoor space, which influences on determining the visibility of cameras. Based on these different characteristics of indoor space, we survey the requirements of management systems of indoor geo-referenced multimedia. Then we propose a geo-coding scheme for multimedia in indoor space as an extension of IndoorGML, an OGC(Open Geospatial Consortium) candidate standard for indoor spatial information. We also present a prototype system called, IngC (INdoor Geo-Coding) developed to store and manage indoor geo-referenced multimedia.

Analysis of the narrative space in the Disney animation -Focus on Semiology of Roland Barthes- (디즈니 애니메이션 <피노키오>에서 나타난 공간의 서사성 분석 - 롤랑 바르트의 기호학을 중심으로-)

  • Kim, min-kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.505-506
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    • 2018
  • 애니메이션은 화면을 구성하는 모든 요소를 제작자의 의도에 따라 창조할 수 있다는 부분에서 메시지를 전달하는 표현 도구로써 언어적 성격이 강하다. 이에 애니메이션 작품을 대상으로 선정해 작품 속에서 묘사되는 공간의 역할과 그 상징의미에 대해 고찰하고 그것이 어떻게 기호화 되어 있는지에 대해 분석하기 위한 선행연구를 진행하였다.

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A Study on the Analysis method of interior Space by Semiotic Approach (실내공간의 기호학적 공간분석에 관한 연구 -그레마스의 기호사변형을 중심으로-)

  • 박진배;이수영;조종현
    • Korean Institute of Interior Design Journal
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    • no.16
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    • pp.29-35
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    • 1998
  • The purpose of this study is to analyze the elements forming interior design and to examine dimensional relationship among the elements which form space through the comparison of the spatial language and semiotics of space for the component of interior design. In addition to that it indtends to derive the principle of design which dominate interior design and the inherent diversified meaning by comparing those elements with the square of semiotic used in semiotics. Through this comparsion the meaning of constituent forming space which can be observed through the comparsion of square of semiotic has redefined flexbility among relational system of elements and this flexible concept make the scope of environment including human being broad and enriched. This study fist of all analyzes various phenomena of social culture review semiotics meta-learning and examines back theoretical ground of semiotics which is needed for space analysis. Second of all in the area of presenting an analysis tool for meaningful analysis this report introduces the square of semiotics which was invented,. A. J. Greimas in order to analyze the meaning of literary work and defind three categories of the progressive research method for the analysis of interior design and research itself. Finally as for the analysis of meaning for interior design this report sets the space and analyzed the space in accordance with the method and research procedure. being

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Implementation of the modified-signed digit(MSD) number adder using triple rail-coding input and symbolic substitution (Triple rail-coding 입력과 기호치환을 이용한 변형부호화자리수 가산기 구현)

  • Shin, Chang-Mok;Kim, Soo-Joong;Seo, Dong-Hoan
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.6
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    • pp.43-51
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    • 2004
  • An optical parallel modified signed-digit(MSD) number adder system is proposed by using triple rail-coding input patterns and serial arrangement method of symbolic substitution. By combing overlapped arithmetic results. which are produced by encoding MSD input as triple rail-coding patterns. into the same patterns, symbolic substitution rules are reduced and also by using serialized and space-shifted input patterns in optical experiments, the optical adder without space-shifting operation, NOR operation and threshold operation is implemented.