• Title/Summary/Keyword: 장소와 공간

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Place of Digital Game Space (디지털 게임 공간의 장소성)

  • OOh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.171-172
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    • 2017
  • 본 연구는 기본적으로 현대 디지털 사회에서의 게임의 공간 문제를 장소론적으로 해석하려는 목적을 갖고 있다. 디지털 게임에서의 공간과 장소성은 인류학적으로 보는 관점과는 어떠한 공통점과 차이점이 있는지를 탐구하여 게임의 비장소의 공간들이 어떻게 구현되고 장소적 특성을 보이고 있는지를 살펴봄으로써 장소론적 입장에서 게임공간을 연구하였다. 디지털 게임공간의 장소성에 관한 연구는 디지털게임을 이해하는데 있어 기존의 '매체 지향적 논의'들과 '서사중심'의 파편적인 논의를 통합하는 계기를 제공하고 다양한 방향으로서의 연구 가능성을 제시할 수 있으리라 본다.

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시외버스 유동량으로 본 지역간 연계구조

  • 임석희
    • Proceedings of the KGS Conference
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    • 2003.11a
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    • pp.144-148
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    • 2003
  • 1) 연구의 배경와 목적 정보통신기술의 비약적 발전은 공간이동에 있어서 '거리' 개념의 근본적인 변화를 가져오고 있다. 흔히 '시간에 의한 공간소멸' 또는 '시공간 압축'이라고 표현되는 그와 같은 변화는 일상적 생활공간에서뿐만 아니라 전지구적 범위에 이르기까지 장소와 장소, 지역과 지역 간에 발생하는 정보의 흐름을 실시간(real time)으로 연결한다. 그러나 정보통신기술의 발달이 장소와 장소, 지역과 지역 간에 발생하는 모든 통행을 대체하지는 못한다. (중략)

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A Study on Placeness and Memory of Modern Space With Focus on , , (근대공간의 장소성과 기억에 관한 연구 <서울역>, <온양민속 박물관>, <옥포조선소>를 중심으로)

  • Bae, Yoonho
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.2
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    • pp.1-19
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    • 2015
  • The history of modernization of Korea is divided into two folds of the colonial era in the 20's and the economic development era in the 60's. Most of the spaces built in the process of modernization were public spaces developed by the drive of the government. These spaces of modernization are functionality-oriented public places of production and at the same time, and they are the spaces of national power to symbolize the identity of national authorities. Along with changes in the society, modern spaces were reduced down to monument buildings without functionality and this requires new definition to renew the identity of modern spaces. Small stations, power plants, mines, warehouses, abandoned factories, and etc... the study has paid attention to the process of changing thought, one of the main characteristics of modernization, the relations of modern concepts projected in the spaces, framework of modern society, and placeness in the process of framework building and relations of people in the spaces with video records on the process of rebuilding new identity of modern spaces and memories of the spaces. The relations of modern spaces and memory were explored in < Seoul Station > while the relations between modern spaces and records and place identity were explored in < Onyang Folk Museum > and < Okpo Shipyard > respectively. In the relations between space identity and memory in each space, the ironic relations of power in modern spaces (placeness) and personal narrative (memories) were explored with oral narrative and video footage.

A Sense of Place of Kindergartens as Existential Space in which Children and Teachers Experience (유아와 교사가 경험하는 실존적 공간으로서 유치원의 장소성)

  • Kwon, Sun-Young
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.35-45
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    • 2018
  • The purpose of this study is to explore the meaning of place that is formed by children experiencing the space of kindergarten existentially. For this purpose, the indoor and outdoor spaces of kindergarten, which is a real place where infants experience, are selected as the study observation category. In order to carry out the research, video recording was done focusing on children's free choice activity time and outdoor play through infant observation and non - formal interview. As a result of research, it is found that the place nature of kindergarten as an existential space experienced by infant and teacher as a space that is formed in experience and relation, place as a common production space of play, place as a space where education and life coexist, It was shown that it represents a special space created by experienced kindergarten, and a space characteristic as a space shared by communication. The place of kindergarten has a relationship with the existential experiences of infants, suggesting that teachers need a reinterpretation of space.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

A Study on the Characteristics of Game Space from a Place-Based Perspective (게임 공간의 장소적 특성 연구)

  • Jung, Naun;Lee, Seungje;Lee, Byungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.67-82
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    • 2019
  • Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.

Perspectives of Seeing the Interactions among Space, People, and Society (공간, 사람, 사회의 상호작용에 대한 관점들)

  • Park, Kyu-Taeg
    • Journal of the Korean association of regional geographers
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    • v.16 no.1
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    • pp.76-84
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    • 2010
  • This study is to critically examine a variety of perspectives of seeing the interactions among space, people, and society. According to Tuan, place is a center of meaning constructed by people's experience, and its attributes consist of natural and built-up environments. Entrikin suggests a way of seeing place from a contrary perspective, that is, the subjective and existential sense of place and the objective and naturalistic conception of place. Lefebvre examines the historical transformation of social space through the dialectics among the perceived space, the conceived space, and the lived space. Social space is (re)produced and changed through the conflictual unit of the spatial triad. The project of Foucault's spatial metaphor is to tightly combine three critical concepts, power, knowledge, and space. Those concepts are not objectively existed regardless of specific times and spaces, but they are socially and culturally constructed through the networks of people under particular environments. In the following papers, it is needed to comparatively examine the various perspectives mentioned above to make a new conceptual framework of understanding the interactions among space, people, and society.

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A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.25-38
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    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

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.

A Study on the Types of Experiences Related to Sense of Place in Cities (장소 경험 분석을 통한 도시 내 장소성 특성 연구)

  • Im, Seung-Bin;Jeong, Yoon-Hee;Hue, Youn-Sun;Kwon, Yoon-Koo;Byeon, Jea-Sang;Choi, Hyung-Suk
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.6
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    • pp.46-56
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    • 2011
  • This study an alyzes the spatial experience of a notable sense of place in five cities-Seoul, Gyeongju, Chuncheon, Anseong and Gwacheon. A survey targeting 300 citizens was carried out to survey meaningful, memorable places and measured spatial experiences in those places. The types of spatial experiences were divided among places to determine the implications thereof. To do this, first, those places that have a notable sense of place have relevance in natural and historical resources such as parks, cultural assets, etc. Second, the main experiences in making sense of place included 'relaxation and walking' and 'a view and appreciation'. These were divided into two types, Spatial Contact and Human Contact. Third, cities such as Seoul, Anseong, Gwacheon offer a variety of experience in places having a notable sense of place. Fourth, in cities noted for natural landscape, history and culture, those spaces with a notable sense of place are concentrated in the center of the city. They exhibit a variety of behaviors, complexly and simultaneously. These results-based spatial experiences of citizens and spatial character have important meaning for city identity and city marketing. Through defining those places that have a notable sense of place and understanding the spatial features in these places, this study can suggest basic information for forming the development strategy of the city.