• Title/Summary/Keyword: 상상적 환경

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한.중.일 역사문화경관 비교를 통한 상상적 환경 복원

  • Park, Gyeong-Bok;Sim, U-Gyeong
    • Proceedings of the Korean Institute of Landscape Architecture Conference
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    • 2007.10c
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    • pp.15-19
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    • 2007
  • 본 연구는 서양의 과학적 합리적 이성주의에 대한 단절된 동양문화의 상징적 사유체계에 내재된 상상적 환경을 복원하는 것을 목적으로 하였다. 상상적 환경을 복원하기 위해 한국 중국 일본의 고대도시인 서울, 북경(北京), 교토(京都) 등을 사례대상지로 선정하였다. 이들 사례도시의 역사 문화경관을 분석하여 상상적 환경요소를 도출하고자 해석학과 현상학적 접근방법을 활용하였다. 동북아시아 삼국(한 중 일)의 역사문화경관 비교와 재해석을 통해 그 속에서 내재된 상상적 환경을 도출한 결과, 각 도시에 내재된 장소의 정신과 자연환경요소가 인문환경요소로 반영되어 구조화되었으며, 개별요소들이 결합하여 조직화되었고, 점진적으로 장소(場所)의 혼(魂)은 더욱 성화(聖化)되었다. 본 연구는 인간생활의 실존적(實存的) 장(場)인 도시공간을 상상적 환경이라는 새로운 개념으로 비교분석한 최초의 시도로서 의의를 가진다. 그러나 동북아시아 삼국의 역사문화경관에 내재된 상상적 환경의 보편성을 확인한 것은 의미가 있으나, 각 도시별 세부적인 요소에 이르기까지 특수성을 밝히는 데는 한계가 있었다.

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Considerations on the Imaginary Environmental Elements in the Gwanghalu Garden (광한루원(廣寒樓苑)에 내재(內在)된 상상환경요소(想像環境要素) 고찰(考察))

  • Sim, Woo-Kyung;Park, Joo-Sung;Jung, Yong-Jo
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.1
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    • pp.38-48
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    • 2010
  • The Gwanghalu garden which has a pond of approximately $6,000m^2$ around the pavilion at Namwon City, used as official uses consists of the various imaginary environmental elements such as moon palace as an immortal world, miniatured cosmology and law of nature. This study has focused on the interpretation of the imaginary environmental elements at 1) the name of garden structures, 2) the paintings on the structures, 3) the poems on the garden, and then emphasized on the values of imaginary environments at the historic sites which have been abandoned because of the Westernized scientific attitude in landscape design. Imaginary environment is the 3rd one above the natural and built environment which was a long traditional culture. Accordingly education on landscape architecture might pay attention to this lost environment, imaginary to give the people dream.

The Effects of Multi-Modal Cue for Haptic Imagery on Perceived Ownership (촉각적 심상화를 위한 다중감각 단서가 지각된 소유감에 미치는 영향)

  • Kim, Minsun;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.49-60
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    • 2017
  • Previous research found that merely touching an object can create psychological ownership and the endowment effect. It was also found that just imagining touching an object without actually touching the object can make the same effect on psychological ownership. Prior research on haptic imagery examined the effect of haptic imagery induced by direct instruction of imaging on psychological ownership. We investigate a new method which can induce the haptic imagery in a more natural way than direct instruction of imaging. We manipulated imagery conditions such as visual-haptic congruence multimodal cue, visual-haptic incongruent multimodal cue, direct instruction condition and control condition, and examined the effects on imagery vividness, feeling of physical control, perceived ownership, and purchase intention. We conducted the experiment on 140 undergraduate students and our results showed that visual-haptic congruence multimodal cue condition is more effective than direct instruction of haptic imagery while visual-haptic incongruence multimodal cue condition is not effective. Our study extends prior haptic imagery research by making important marketing implications for online retailing.

Development of Room Escape Game based on Virtual Reality Technology (가상현실 기반 방 탈출 게임 개발)

  • Song, Eun-Jee;Lim, Do-Kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.407-409
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    • 2018
  • 본 논문에서는 최근 오프라인에서 인기를 끌고 있는 방 탈출 게임을 가상현실로 구현하였다. 가상현실(Virtual Reality, VR)은 컴퓨터 등을 사용한 인공적인 기술로 만들어낸 실제와 유사하지만 실제가 아닌 어떤 특정한 환경이나 상황을 의미하며 만들어진 가상의(상상의) 환경이나 상황 등은 사용자의 오감을 자극하며 실제와 유사한 공간적, 시간적 체험을 하게 함으로써 현실과 상상의 경계를 자유롭게 드나들게 한다. 개발한 콘텐츠는 가상현실 이라는 공간을 초월한 개념을 통해 오프라인에서의 공간 확보 및 유지보수 비용을 절약할 수 있고 다양한 공간구현이 가능하다는 장점이 있다. 또한 네트워크 시스템적 부분인 서버를 통한 동시참여로 보다 다양하게 즐길 수 있다.

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Imaginative Implication of John Burningham Picturebooks 『Come Away from The Water, Shirley』 and 『Time to Get Out of The Bath, Shirley』 : An Interpretation using Bakhtin's Conception of Carnival (존 버닝햄 그림책 『셜리야, 물가에 가지 마!』, 『셜리야, 목욕은 이제 그만!』 의 상상적 함의: Bakhtin의 카니발 개념을 이용한 해석)

  • Yoo Jung Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.551-556
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    • 2023
  • In this study, John Burningham's picturebooks(『Come Away from The Water, Shirley』, 『Time to Get Out of The Bath, Shirley』) was analyzed using the concept of carnival among Bakhtin's conversationalism theory. In John Burningham's picturebooks, the unconscious desire for the deviation of the main character, Shirley, is transformed into an adventure in an extraordinary imaginary world, and is depicted as a festival with laughter. Through picturebooks, children are satisfied by indirectly experiencing the forbidden behavior in reality by converting it into an event in the imaginary world. This indirect experience is very important for children to naturally resolve their dissatisfaction in reality and to develop their own original inner development. This study also suggests that providing an environment where children can easily access various picturebooks at home or early childhood education institutions plays a very important role in their growth.

A Study on Building a Virtual Reality System with Environmental Design (환경디자인에 적용될 가상현실(VR) 시스템의 구축 방법에 대한 연구)

  • Kim, Chi-Young
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.12-21
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    • 2004
  • Modem society is information oriented with countless people needing quick reliable information. They also wart to be freed from the limitations of reality such astime and space and experience the world of imagination as if it was reality. Design is creating something out of nothing which has an innate sense of virtual within it. Since it is a process of bringing an imagingnation or an image to life, it can be described as the realization of virtuality. there are many ways in which computer adapted methods were utilized for design up to now. With the advance of computers, the process of desinging became efficient, visually complex and much easier. Undoubtedly, computer is a powerful hardware an design and furthermore, find a way to maximize the presence and to actively incorporate this in designing. The virtual reality system can be widely applied to environmental design to provude a high quality design and enhance the feeling of reality through imitation experiments. Computer simulation such as virtual reality systems is expected to be used widely in environmental design.

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환경측면으로 본 방전.고전압공학

  • 이광식;이동인
    • 전기의세계
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    • v.46 no.8
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    • pp.14-17
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    • 1997
  • 공학의 발전에 따라 부수적으로 나타나는 현상은 환경과 어떠한 형태로든 관련성이 있다고 본다. 공학의 발전에 따라서 인류가 편리한 생활을 영위하게 되는 반면 악화를 초래하는 양면성이 있는 것이다. 주지하는 바와 같이 방전.고전압공학도 많은 발전을 하여 각종 산업은 물론이며, 인류생활에 지대한 공헌을 하고 있으나 그로 인한 문제점도 적지 않은 것이다. 일반적으로 환경공학이라면 수질.대기.소음문제를 크게 다루게 된다. 그러나, 더욱 넓은 의미로의 환경공학은 각종 공학에서 부수적으로 유발되는 환경적 측면을 고려하지 않으면 21세기 산업사회에서는 큰 문제점을 초래할 것이다. 인간 지식의 85%는 시각을 통하여 얻어지고, 육체 행동의 80-90%는 눈에 의하여 그 기능이 제어된다. 한시라도 태양과 공기 그리고 물이 없으면 인류생활은 파멸에 이를 것이다. 이와 함께 적절한 조명환경을 구사하지 못한다면 심리적, 생리적 그리고 노동생산은 상상도 하지 못할 정도로 파탄에 이를 것이다. 이러한 관점에서 필자는 평소 관심있는 분야인 방전.고전압공학과 환경분야와의 관련성을 찾아보고 환경대책의 개괄을 방전.고전압 측면으로부터 찾아보고저 한다.

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The Meaning of Geographical Education of Commodity through Relational Thinking (관계적 사고를 통한 상품의 지리 교육적 의미)

  • Kim, Byung-Yeon
    • Journal of the Korean Geographical Society
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    • v.46 no.4
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    • pp.554-566
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    • 2011
  • Consumer capitalism is transforming real geographical knowledge into imaginary one through commodity fetishism. As a result, students' ability to think themselves and commodity relationally become weak. Thus, the students cannot recognize the positional meanings of themselves in the global networks of food and ethically perceive environmental issues that generate due to the interrelation between the students and the commodity networks. In these problematic consciousness and situations, this research examine relation of commodity consumption and ethics through hamburger connection and insists that geographical education helps the students acquire insight into the relationship between food and themselves through relational thinking.

정보시대의 국가지리 정보체계 (6)-국내외 GIS 산업현황과 '97 시장 전망

  • Yeon, Sang-Ho
    • 정보화사회
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    • s.109
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    • pp.58-65
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    • 1997
  • 1940년대에 태어난 컴퓨터는 50년이 지난 오늘에 이르러는 4-5세대 인공지능 및 전문가 시스템의 일반화에 이르기까지, 추후 10년 후에 전개될 컴퓨터에 의한 정보통신 세계는 우리가 상상하는 기대치를 훨씬 넘어설 복합적인 멀티미디어와 무선이동통신의 세계가 될 것임에는 의심할 여지가 없다. 지구에 관한 위치, 크기, 형태에 대한 2차원적 정보처리 단계에서 환경과 도시, 인구와 교통에 대한 다차원적인 정보통신문명의 우리가 대비해야 할 지리정보공간과 관련한 속성정보의 동시구축이 우리의 정보인프라구축에는 우선적으로 GIS기술에 의하여 해결해야 할 과제가 된 것이다.

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Effect of Multimodal cues on Tactile Mental Imagery and Attitude-Purchase Intention Towards the Product (다중 감각 단서가 촉각적 심상과 제품에 대한 태도-구매 의사에 미치는 영향)

  • Lee, Yea Jin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.41-60
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    • 2021
  • The purpose of this research was to determine whether multimodal cues in an online shopping environment could enhance tactile consumer mental imagery, purchase intentions, and attitudes towards an apparel product. One limitation of online retail is that consumers are unable to physically touch the items. However, as tactile information plays an important role in consumer decisions especially for apparel products, this study investigated the effects of multimodal cues on overcoming the lack of tactile stimuli. In experiment 1, to explore the product, the participants were randomly assigned to four conditions; picture only, video without sound, video with corresponding sound, and video with discordant sound; after which tactile mental imagery vividness, ease of imagination, attitude, and purchase intentions were measured. It was found that the video with discordant sound had the lowest average scores of all dependent variables. A within-participants design was used in experiment 2, in which all participants explored the same product in the four conditions in a random order. They were told that they were visiting four different brands on a price comparison web site. After the same variables as in experiment 1, including the need for touch, were measured, the repeated measures ANCOVA results revealed that compared to the other conditions, the video with the corresponding sound significantly enhanced tactile mental imagery vividness, attitude, and purchase intentions. However, the discordant condition had significantly lower attitudes and purchase intentions. The dual mediation analysis also revealed that the multimodal cue conditions significantly predicted attitudes and purchase intentions by sequentially mediating the imagery vividness and ease of imagination. In sum, vivid tactile mental imagery triggered using audio-visual stimuli could have a positive effect on consumer decision making by making it easier to imagine a situation where consumers could touch and use the product.