• 제목/요약/키워드: Digital Media Design

검색결과 1,067건 처리시간 0.027초

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.

디지털 미디어를 활용한 건축모델의 영상화에 관한 연구 (A Study of Video Reflection of a Construction Model with Digital Media)

  • 강동규;이철재
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.179-183
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    • 2008
  • A variety of design processes from 2D graphic to 3D models are meeting improved consumers' confidence of modern clients. However, the current design methods are limited to meet consumers' needs and express a design concept what a designer wants to show. Therefore the study here tries a test of hybrid space simulation combined with previous models and digital media technology, which can be used for multiple contents. The study can contribute to suggesting virtual space simulation that can help clients' spatial understanding in this media era and deliver emotional language of designers as well by utilizing the strong point of multi-sensible media.

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뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구 (A Study on the Process Change of Spatial Design in a New-Media Environment)

  • 강인경;윤재은
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

인터랙션 디자인 표현유형을 반영한 전시공간 특성 - 서울지역 디지털미디어 전시공간을 중심으로 - (Exhibition Space Characteristics that Reflect the Expression Type of Interaction Design - Centered in Digital Media Exhibition Space of Seoul City -)

  • 김경태;한혜련
    • 한국실내디자인학회논문집
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    • 제25권5호
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    • pp.55-62
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    • 2016
  • This study was to research and study whether the types of interaction design perform the effective functions and roles as the exhibition space that audiences want centered in the digital media exhibition space. It was to suggest effective space characteristics through analyzing how the interaction design was expressed at the exhibition space and its application. For the analysis, it completes theoretical inquiry on the classification of the space characteristics according to the concept type of interaction and design characteristics. Based on it, it directly visited the exhibition space that reflected the interaction design centered in Seoul City, experienced the given experience, and designed the analyzing frame by composing a checklist after the observation research. Through the designed analysis, it performed a site questionnaire to audiences. It induced the conclusion as follows after analyzing the case space that reflected the interaction design type. First, the program analysis of the space that has the variability is necessary through a variety of digital analysis as there is a limitation that the characteristic of digital media has. Second, in the concept type of the interaction design, it needs the interaction stage among people that can communicate with audiences and stimulate their senses through vidual factors. Third, in the characteristic of the interaction design, it should try to use effective contents to get over the limitation of the space through the interaction in the designated space in case of exhibition. In the following research, it needs to study on the variety of stage plans in detail by supplying contents to audiences and grafting to the exhibition space continuously through using the interaction design that uses digital media at there.

색조와 색상차를 이용한 디지털 미디어 시스템의 설계 방안에 대한 실험적 연구 (An Experimental Study on the Design of Digital Media Systems using Hue and Color Contrast)

  • 김진우;전석원;이수진
    • 경영정보학연구
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    • 제9권3호
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    • pp.133-156
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    • 2007
  • 컴퓨터의 대중적 보급은 아날로그 컨텐츠들의 디지털화를 유도하고 있다. 컨텐츠의 디지털화는 종래의 아날로그 컨텐츠를 위한 미디어 시스템과는 차별화된 디지털 미디어 시스템의 출현을 초래하였다. 종래의 아날로그 미디어와는 달리 디지털 미디어 시스템은 다양한 사용목적과 사용범위를 한 시스템 내에 포괄하고 있다. 본 연구의 목적은 디지털 미디어 시스템 내부에 융합되어 있는 다양한 하위 시스템을 적절하게 표현할 수 있는 디자인 요소를 파악하고 그 효과를 실증적으로 검증하는데 있다. 이를 위해 본 연구에서는 사용자가 미디어에 대하여 갖는 관여도와 동기에 따라 효과적으로 디지털 컨텐츠를 사용할 수 있도록 도와주는 디자인 요소로서 색상차와 색조를 계시하였다. 그리고 색상차와 색조를 이용하여 디지털 미디어 시스템의 프로토타입을 구축하였다. 프로토타입을 이용한 통제된 실험결과 색상차와 색조는 사람들이 시스템에 대해서 느끼는 공간감에 중요한 영향을 미치며, 더 나아가 디지털 미디어 시스템의 사용성에도 유의미한 영향을 미치는 것을 알 수 있었다.

홈 네트워크 사용자와 개발자의 관점 비교연구(인터뷰 조사내용을 중심으로) (A comparative study on user's viewpoint & developer's one in home-networking system by using method of interview)

  • 견재기;김주용;최용순;정지은;정지홍
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.727-732
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    • 2006
  • 국내 홈 네트워크 시장은 여러 업체가 컨소시엄을 구성하여 시범지역을 확대하는 등 점차 보편화 되어가고 그 응용 범위를 확대해 나가는 단계에 있다. 하지만 홈 네트워크 시장의 서비스 및 제품들을 사용하는 사용자들이나 기획 / 개발하는 개발자들이 실제로 체감하는 홈 네트워크 시장의 활성화 정도는 아직 부족한 면이 있다. 홈 네트워크 시장의 활성화 정도가 부족한 원인에는 여러 가지 문제점들이 있지만 그러한 문제점 가운데에는 홈 네트워크 시장의 주 구성원인 사용자와 개발자가 가지고 있는 문제점에 대한 서로간의 관점 차이로 인한 부분도 있을 것이다. 본 연구에서는 홈 네트워크 제품 및 서비스 사용자와 개발자 인터뷰를 통해 문제점을 조사하고 이에 대한 관점의 차이를 분석하고자 하였다. 구체적 문제점 파악을 위해 개발자 관점에서의 개발 프로세스는 '기획, 개발, 판매, 유지보수'의 단계로, 사용자 관점에서의 사용 프로세스는 '구매, 설치, 사용, 이전, AS, 폐기'의 단계로 구분하여 조사하였다. 문제점의 비교를 위해 개발 프로세스와 사용 프로세스를 하나의 제품 및 서비스 라이프사이클로 통합 정의하였고, '판매, 유지보수 / 구매, 설치, 사용, 이전, AS, 폐기' 단계에서 공통된 영역을 찾을 수 있었다. 이 영역에서 사용자와 개발자의 문제점 비교를 통해 두 그룹간의 관점의 차이를 도출하여 각 단계별 홈 네트워크 문제점에 대한 관점의 차이를 확인할 수 있었다.

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A Study on Principles of Scene Design in Chinese Cartoon Games

  • 몽위동;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2010년도 춘계학술대회
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    • pp.324-327
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    • 2010
  • This article has briefed some important roles Scene Design plays in cartoon games (CG). Then it analyzes some fundamental principles of Scene Design in CG. It also discusses how to produce a suitable scene by centering on the theme and images in CG, and how to create appropriate ambience by making good use of Scene Design. Finally it introduces some frequently-used software for digital scene design.

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