• Title/Summary/Keyword: Digital-Space

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A Study on the Design Characteristics of Multimedia Center in Public Library by Space Planning Elements (공공도서관 디지털자료실의 공간계획요소별 디자인특성 연구)

  • Lim, Eun-Young;Hwang, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.68-76
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    • 2018
  • A public library is changing into a place where people can freely acquire and make use of information in digital environment with the basic ideology of publicity. In spite of such changes, multimedia center is still biased with the function of computer room to use PC and is not used actively by many users. This study can be summarized and concluded as follows and spatial characteristics of digital data room of public library can make use of space planning elements by aspects as an analysis tool. First, designed characteristics focusing too much on the possession of seats for reading digital data. Therefore, spatial planning for users to choose necessary facilities according to the data they wish to read and type of users is needed. Second, interior tone of multimedia center is applied with identical color for all floors, walls, and ceilings, to create sense of unification. However, due to the arrangement of similar colors, while using identical brightness and chroma, some users felt difficult to realize shape or depth in space. It is more appropriate to apply distinctive color plan according to the characteristic of the data or space region, in order to create pleasant digital environment for visually weaker people or elderly. Third, psychological or technical factors of multimedia center is not sufficiently applied in space planning elements for users. In order for various digital service of public library to be technically implemented, it is necessary to organize open space by expanding the size of multimedia center to utilize high-tech facilities.

A Study on the Application Method of Look-up Table to Color Printing Process (컬러인쇄공정에 대한 룩업테이블의 적용방법에 관한 연구)

  • 송경철;강상훈
    • Proceedings of the Korean Printing Society Conference
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    • 2000.12b
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    • pp.17-28
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    • 2000
  • Recently, as the prepress mainstream is changed to the digital workflow, various digital proofing systems such as high price dye sublimation printers and low price ink jet printers are widely used in printing industry. However, most of the digital proofing devices have lower resolutions than analog proofing systems and differ with actual color presses in the color gamuts. Therefore, proper color compensations are needed for digital color proofing in order to match color between the proofs and the press sheets. In this paper, we used 3-dimensional look-up table(LUT) and tetrahedral interpolation method for the color space conversion between the device independent color space(CIEXYZ or Lab) and the device dependent color space(CMY) to reduce the color differences between the original copy and digital color proofs and the press sheets.

The Teaching Method of "Architectural Basic Design" with Digital tool (디지털도구를 이용한 건축기초설계 교육사례연구)

  • Koh, In-Lyong;Dong, Jae-Uk
    • Journal of The Korean Digital Architecture Interior Association
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    • v.4 no.2
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    • pp.7-14
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    • 2004
  • This paper is base on the Thought that digital Architecture and Digital design tools cannot be seperted as like Architevtural Design and Architectural Drafting tools. So the purpose of this paper is to show that the interactive 'Architectural Basic design' practice with Digital tools and there tranning method. This example of the pratical assignments in class("Architectural digital drafting" and "Architectural Basic Design") are focus on tranning spatial perception in real space and digital -cyber space. And these practical samples are using the primary step in The Digital Architectre.

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Pitch-shifted sound synthesis using digital waveguide model (피치 변화음의 합성을 위한 도파관 모델)

  • Cho, Sang-Jin;Kang, Myeong-Su;Chong, Ui-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.2
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    • pp.127-131
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    • 2009
  • In the digital waveguide theory, traveling waves are represented by general solution to the wave equation that is second-order linear partial differential equation. The movement of these waves can be implemented using only delay lines. An unit delay in the general digital waveguide describes a sampling time interval. However, in the space-based digital waveguide the unit delay implies the spatial sampling distance. In consideration of these differences between two models, it is known that the space-based digital waveguide model is adequate to synthesize pitch-shifted sounds such as vibrato because the propagation distance can be directly control. In this paper, the time-based digital waveguide model which also synthesizes pitch-shifted sounds is proposed and compared with space-based digital waveguide.

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A Study on the digital architectural design technical type by non-linear space design (비선형 공간구성의 특징에 기초한 디지털 건축디자인의 기술적 유형 연구)

  • 김석태
    • Archives of design research
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    • v.16 no.2
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    • pp.171-178
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    • 2003
  • The visual, sensible and social situation that the modern digital technologies create became the background for the works of architects in extreme modernism and their space modeling suggested another possibility that was emancipated from the restriction of a property of matter and gravity in the existing space. The architecture design process using the digital technology has been attempted in diverse ways and summarized with several characteristics such as displacement, nonlinear space, flexibility of space and non-Euclidean geometry system. However, the conceptual and very technical design process that is called as digital architecture has been indiscriminately used with mixed meanings and the common features and differences between works and theories are not studied. This study aims to classify and identify the digital architecture by type as analyzing the non-linear composition process that is common in the digital architecture.

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A Study on Collective Lifestyle by Analyzing Case of Sharing Economy Service -Focusing on Co-working & Co-living Space- (공유경제 서비스 사례분석을 통한 협력적 라이프스타일 연구 -코워킹과 코리빙 스페이스를 중심으로-)

  • An, Hyo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.405-410
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    • 2017
  • The purpose of this study is to suggest the guideline by analysing and categorizing the case of sharing economy service especially the co-working and co-living space based on Europe. I did some literature research followed with evaluation of theoretical backgrounds, present conditions. Also, Some case research based on the keyword of 4th industrial revolution and the space categorized by their characteristics. The result indicate that co-working and co-living space's features correlated with their characteristics of the location and birth of digital nomad life. Each space has their flat-form community for the needs of closer cooperation between the user and user in common. I expect this study will become a good resource for upgrading domestic co-working and co-living space and also I hope that this study can guide follow-up next studies.

A Study on a Space Linkage of the Korean Traditional Residence from an Aesthetic Point of View (한국 전통주거의 미적 관점에 의한 공간 연계성 연구)

  • Kim, Jong-Whan;Park, Sung-Jae
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.3
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    • pp.99-107
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    • 2011
  • The prime purpose of this study is to view traditional residential space not only as visual and figurative but also experiencing space from the perspective of aesthetics. This study points out that traditional residential space should be perceived as "true space" of connecting people, life and experience. Although it was not clearly defined as a visual entity, the value, phenomenon and experience of space materialized through conjecture and expectation are interpreted as the arena of aesthetics and philosophy. This study aims at drawing a conclusion that the characteristics of traditional residential space, which is perceived as experiencing space centered on objective and subjective human behaviors, makes a linkage to aesthetic elements.

A Study on a Space Linkage of the Korean Traditional Residence from an Aesthetic Point of View (한국 전통주거의 미적 관점에 의한 공간 연계성 연구)

  • Kim, Jong-Whan;Park, Sung-Jae
    • Journal of The Korean Digital Architecture Interior Association
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    • v.10 no.3
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    • pp.53-62
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    • 2010
  • The prime purpose of this study is to view traditional residential space not only as visual and figurative but also experiencing space from the perspective of aesthetics. This study points out that traditional residential space should be perceived as "true space" of connecting people, life and experience. Although it was not clearly defined as a visual entity, the value, phenomenon and experience of space materialized through conjecture and expectation are interpreted as the arena of aesthetics and philosophy. This study aims at drawing a conclusion that the characteristics of traditional residential space, which is perceived as experiencing space centered on objective and subjective human behaviors, makes a linkage to aesthetic elements.

A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.