• Title/Summary/Keyword: Digital-Space

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A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

A study on the communication expression of space for characteristics of digital art (디지털아트 특성에 의한 공간소통 표현방법에 관한 연구)

  • 옥창수;신홍경
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.192-195
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    • 2003
  • Digital art brought about first in 19s6s by Laposky Ben and became a area of new art. Also, digital art gives new possibility to systematize concept and actions in whole art and to invent some media which can carry the sense experience with space. However, reason that has often cynical meaning is appearing in preconception which technology falls off humanity. Because of digital technology, space production can become dreary, so it is necessary to sensuous production that connects digital with space which contains meaning of interior space. The purpose of this study is to find out spare which can be communicated from viewpoint of interaction through spatial substitution and characteristics of various expression production which have been involved newly in digital art area.

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The Creation of Ubiquitous Space from an Urban Planning Perspective : The Case of Digital Media Street (유비쿼터스 공간구현의 도시계획적 모색 : 디지털미디어스트리트를 사례로)

  • Byeon, Chang-Heum;Shin, Jung-Ho;Kim, Dong-Wan;Kim, Jun-Hyung
    • Journal of Information Technology Services
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    • v.2 no.1
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    • pp.145-156
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    • 2003
  • This paper presents and analyzes urban planning process to be adopted to create ubiquitous space in city environment, using City of Seoul's Digital Media Street Project as a case study. The Digital Media Street will become the main pedestrian thoroughfare in the Digital Media City (DMC) in Sangam area, planned to become the world's first ubiquitous environment in full urban scale. Ubiquitous space is reinterpreted from an urban planning perspective, and a new approach to planning such a space is introduced, including strategies to couple technology, space, and human activities. Methodology, role of different actors, planning process, and institutional arrangement are examined in turn, and this yields further agenda for improvements that can be made in planning ubiquitous spaces in the future.

A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

PERFORMANCE EVALUATION OF DIGITAL DATA PROCESSING SYSTEM FOR KOREAN VLBI NETWORK(KVN) (KVN을 위한 디지털 데이터 처리 시스템의 성능평가)

  • Oh, Se-Jin;Roh, Duk-Gyoo;Yeom, Jae-Hwan;Byun, Do-Young;Lee, Chang-Hoon;Chung, Hyun-Soo;Je, Do-Heung;Wajima, Kiyoaki;Kawakami, Kazuyuki
    • Publications of The Korean Astronomical Society
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    • v.22 no.3
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    • pp.63-73
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    • 2007
  • In this paper, we introduce the performance test results of digital data processing system for KVN (Korean VLBI Network). The digital data processing system for KVN consists of DAS (Data Acquisition System) and high-speed recorder which called Mark5B system. DAS system performs the digitalization of analog radio signal through ADS-1000 gigabit sampler with 1 Gsps/2-bit and process the digital filtering of digital signal. Mark5B system records the output data of DFB (Digital Filter Bank) with about 1 Gbps. In this paper, we carried out the preliminary evaluation experiments of the KVN digital data processing system connected between DAS system and Mark5B with VSI (VLBI Standard Interface) interface which is designed for compatible in each VLBI system. We first performed all of the KVN digital data processing system connected by VSI interface in the world. In factory inspection phase, we found that the DAS system has a memory read/write error in DSM (Digital Spectrometer) by analyzing the recorded data in Mark5B system. We confirmed that the DSM memory error has been correctly solved by comparing DSM results with Mark5B results. The effectiveness of KVN digital data processing system has been verified through the preliminary experiments such as data transmission, recording with VSI interface connection and data analysis between DSM and Mark5B system. In future work, we will perform the real astronomical observation by using the KVN 21m radio telescopes so as to verify its stability and performance.

Digital Image Simulation of Electro-Optical Camera(EOC) on KOMPSAT-1

  • Shim, Hyung-Sik;Yong, Sang-Soo;Heo, Haeng-Pal;Lee, Seung-Hoon;Oh, Kyoung-Hwan;Paik, Hong-Yul
    • Proceedings of the KSRS Conference
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    • 1999.11a
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    • pp.349-354
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    • 1999
  • Electro-Optical Camera (EOC) is the main payload of the KOMPSAT-1 satellite to perform the mission of cartography that builds up a digital map of Korean territory including a digital terrain elevation map. This paper discusses the issues of the digital image simulation of EOC for the generation of EOC simulated scene as taken by EOC at 685km altitude on orbit. For the purpose, simulation work has been performed with the sensor models of EOC and the satellite platform motions models through image chain analysis from the illumination source (Sun) to a simulated image output in digital number. MODTRAN fur radiance calculation, MTF models of optics, detector and motions of EOC for system point spread function (PSF), and signal chain equations for digital number output are described. Several noise models of EOC are also considered. The final output is the EOC simulated image in digital number. The simulation technique can be used in several phase of a spaceborne electro-optical system development project, feasibility study phase, design, manufacturing, test phases, ground image processing phases, and so on.

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The Persona of Digital Space for Avatar Design (아바타 기획을 위한 디지털 공간의 페르소나)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.33-43
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    • 2009
  • The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.

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Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design (현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구)

  • Eun, Ee-Sun;Chung, Mi-Ryum
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

Conceptual Approach For Understanding Emotional Interaction Space Design (감성 인터랙션 공간디자인의 개념적 접근연구)

  • Jeung, Eun-Joo;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.76-80
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    • 2005
  • Digital technology makes changes of people's behavior style and characteristic of space in which people live. Therefore, we need to adjust conceptual meaning related to digital technology properly. For deriving emotional interactive space design, we need to understand following meanings: the meaning of interaction and interaction design, the meaning of emotion and emotional design, the meaning of space, emotional design, and interaction design in digital society. Consequently emotional interactive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space.

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A Study on Digital Culture Phenomenon Shown in the Modernly Fashion Design (현대 패션디자인에 나타난 디지털문화현상)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
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    • v.7 no.2
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    • pp.143-152
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    • 2005
  • A concept of 'digital' is changing a living pattern of moderners, with having influence on the whole life of modern society. The purpose of this study is arrange the frame of conformity to the 'fashion as culture' by considering the social and cultural phenomena being shown in relation to digital, which is a concept being watched most for the 21st century and by trying to analyze a tendency of digital culture being shown in the modernly fashion design based on this. The digital culture, which is a concept of generalizing the phenomena of interactional changes in the sub-structure being derived by digital technology, is being shown as a tendency of fusionization and globalization, and due to this, the culture of digital nomads is being formed. On the other hand, a tendency of amenity caused by the reaction against the coldly digital technology, is forming one axis of digital culture. As the culture, which experiences the process of a change by digital technology, is reflected even on the fashion, the fusion of technology and the human body, brought about the appearance and the development of the artificial body, by allowing the wearable computer to be introduced to fashion and by being connected directly to the body. This means the expansion of range for fashion. The destruction of a border between space and space, is making an opportunity of forming another ego inside the cyber space, with bringing about the mixed loading between the cyber space and the real space. As the border between the cyber space and the real space is being collapsed, the space of newly self-realization is being created. The collapse of gender is being shown as the pursuit of gender, which is a nomadic concept of not giving priority to anywhere of male gender and female gender. The tendency of sensitive design introduced the sports look as the largely fashion trend. Fascinated with Zen thoughts is leading to a response to the swiftly and coldly social conditions caused by machine. The digital culture by digital technology and the fashion tendency being shown by its influence, meet the needs of self-realization and self-expansion for a human being, and satisfy the needs for the expression of self-identity for a human being, and enable the search for introspection about inner existence inside the self.