• Title/Summary/Keyword: Experiential space

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Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective - (3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 -)

  • Si Eun Kim;Min Ji Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

An Exploratory Study for the Application of Metaverse in Church Education (메타버스의 교회교육 적용을 위한 탐색적 연구)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.241-276
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    • 2022
  • Due to the 4th industrial revolution, which started with the Smart Revolution in the early 21st century, Hyper-Connectivity, Hyper-Convergence and Hyper-Intelligence of our society is accelerating. These changes induced formation of Metaverse as a fused new space that crosses the perimeter of the physical space and virtual(digital) spaces beyond time and place. The characteristics of Metaverse are continuously spread by engaging with the characteristics of the MZ generation, which collects both Millennial generation (M Generation) and Z Generation. With outburst of Covid-19 pandemic, a variety of attempts have been made to utilize Metaverse, even in church education when it was impossible to worship directly. In other words, the usefulness of the Metaverse was confirmed as a new community space of the education of the church. In addition, Metaverse may provide a substantial, experiential and evolving space for church education. However, in order for church education to further develop, the development in the method of education is also required to move beyond mere concept of space. In particular, when the learner-centered education method, one of the common characteristics of the Metaverse and MZ generation, it is thought that the church education in the Metaverse era will be able to go in a more evolving direction.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

The Management Plan for the Ecological Waterfront Space of Muan Changpo Lake (무안 창포호의 자연생태친수공간 조성을 위한 관리방안 기초 연구)

  • Seo, Jung-Young
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.22 no.3
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    • pp.15-30
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    • 2019
  • Changpo Lake was created as a part of a land reclamation for refugee self-helping projects. It shows characteristics of a fresh water lake, and still retains the early appearance of reclamation that surrounding regions have not been developed into farm lands. Shallow wetland has formed around the lake, which provides great conditions for diverse lives, and surrounding earthiness is favorable for growth of vegetation and restoration of the ecosystem. However, as facilities of the Muan International Airport nearby Changpo Lake are expanding and barns are being constructed, artificialness is gradually increasing. Particularly, since pollution sources such as sport facilities, farm lands and barns are scattered around Changpo Lake, pollutants are flowing in constantly. Accordingly, the results for setting up management areas according to the spatial characteristics and creating natural ecological spaces near Changpo Lake, Taebongcheon stream and Hakgyecheon stream are as follows. First, the creation of a natural eco-friendly waterfront space should be promoted by securing the health of the aquatic ecosystem and restoring species and the ecosystem. In addition, a consultative body needs to be formed to lead local residents to participating in river investigation and monitoring, maintenance, and management through role sharing. Second, the basic direction of the spatial management plan is to keep the unique charm of Changpo Lake, maintain harmony with nature, create diverse waterfront areas, and secure the continuity of Changpo Lake and inflow streams. Moreover, the area should be divided into three zones such as a conservation zone, a restoration zone and a waterfront zone, and for each zone, the preservation of vegetation, the creation of ecological wetlands and restoration of the ecotone and ecological nature need to be promoted. Third, facilities and activity programs for each space of Changpo Lake should be operated for efficient management of protected areas. In order to suit the status of each space, biological habitats, water purification spaces, experiential and learning spaces, and convenience and rest spaces should be organized and designated as research, monitoring, education, and tourism areas. Accordingly, points of interest should be set up within the corresponding area. In this study, there are many parts that need to be supplemented for immediate implementation since the detailed plans and project costs for the promotion of programs by area are not calculated. Therefore, it is necessary to make detailed project plans and consider related projects such as water quality, restoration of habitats, nature learning and observation, and experience of ecological environments based on the categories such as research, monitoring, education and tourism in the future.

Radiological Safety Perception Change after Spatial Dose Measurement of Radiology Department Students (방사선학과 학생들의 공간선량 측정 경험이 방사선 안전 인식에 미치는 영향)

  • Moon, Jae Mi;Park, Sang Tae;Yu, Ji Hyun
    • Journal of Radiation Protection and Research
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    • v.40 no.3
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    • pp.174-180
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    • 2015
  • There are currently many research papers on the knowledge, perceptions and actions of radiation-related staff, but hardly any papers on radiation major students in college who are to be staff members of radiation related jobs in the future. It is of course important to understand the perceptions of staff working on the lines and change their knowledge and perceptions, but in the long term it seems more efficient to understand those who are in the stage of being educated to be staff members-their knowledge and perception of radiation so that ultimately they can attain the right kind of understanding. Therefore the aim of this study is to grasp the pre-radiation staff's basic concept of radiation and space dose, their understanding of radiation safety based on this, and whether there is a change in their perception before and after the space dose measurement experiment; in the end this is to see if the space dose measurement experiment is effective in changing perception on radiation safety. This study took as its subject 64 students majoring radiation in college, I.e. pre-radiation staff members, and gauged their basic conceptualization of radiation, understanding of space dose, and understanding of radiation safety; in the X-ray room within the department the students were asked to measure space dose for themselves, so as to see whether there was a change in their understanding of radiation safety before and after the experiment, according to their understanding of the basic concept of radiation and of space dose. As a result of the space dose measurement experiment, students' increased basic knowledge of concept of radiation and understanding of the dangers of space dose were noteworthy, and accordingly their understanding of radiation safety became stricter and more conservative. In spite of this, their work ethic stayed in the lead of their understanding of radiation safety; this implies the need of a more departmentalized safety education program. Therefore instead of safety education that simply uses visual-audial material in a kind of lecture, I suggest here that there be a more experiential safety education program that enables learners to try out space dose measurement experiments for themselves, a work ethic education that aims for a conventional point of view towards radiation safety as well as a stern attitude.

Research on Education Conditions of Basic Clothing Patterns in Korean Colleges & Universities (국내 대학 의류패션계열학과 의복원형설계 교육실태 조사)

  • Oh, Song-Yun;Choi, Hei-Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.3
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    • pp.346-359
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    • 2012
  • This study provides basic guidelines to enrich lecture content and teaching methods for university lecturers about basic clothing construction (flat pattern making). The survey was conducted from October $13^{th}$ to December $20^{th}$ 2010 by mail and e-mail on 96 selected clothing departments in Korean universities to investigate the content, method and condition of the course of basic pattern making. A total of 63.3% of survey respondents were PhD graduates, 80 percent majored 'Apparel Science and Technology', average of total teaching experience was 12.84 years and 40 percent had studied abroad. The surveyed universities were 4 year universities (70%), 2-3 year tenure colleges (27%), and Cyber Universities (3%). The average number of students in a class was 28.08 and the lab space and equipment was evaluated positively only when the number of students was 20 or less. The type of measurements for basic pattern drafting were 'individual student's sizes' (62%), 'ready-made clothes sizing system' (25%), 'professor's experiential sizes' (5%), 'dress form sizes' (3%). In addition, the percentage of using 'ready-made clothes sizing system' increased 13% over the previous study (Lee, 2000). At a basic pattern drafting stage, 'the error of body measurements' in the case of using individual student's sizes, 'the poor results of fitting for students who deviate from standard body size' in the case of using ready-made clothes sizing system, 'the lack of education about fitting' in the case of using dress form sizes had been pointed out as shortcomings. A total of 66% of survey respondents carried out muslin fitting; however, a lack of students and teacher feedback about fitting & alteration of paper patterns remained a problem.

A Biographical Study of Social Exclusion Experiences - Focused on the Physical and Cerebral Palsy Disabled - (장애인의 사회적 배제 경험에 대한 생애사 연구 -지체와 뇌병변 장애인 중심으로-)

  • Shin, Yu-Ri
    • Korean Journal of Social Welfare
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    • v.64 no.2
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    • pp.299-323
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    • 2012
  • The purpose of this study is to understand social exclusion experiences with the disabled through a biographical study. It is analysed the interview date conducting an interview about 10 focused on the physical and cerebral palsy disabled with social exclusion experiences. The results show that it is multi-social exclusion including the inequality of approach opportunity of education, labor, education, medical, social participation, information, social service, space, health etc. It shows their life neglected and marginalized resulted from not providing social right as citizenship. And their social relationship is isolated by social exclusion and Other-directed identity is to be shaped in accordance to the method to define as regulated social ideals. Also, there is their painful and heavy life bound with double risky factors of disability and poverty. They share common historical experiences and social events impacted on their recognition and value among participants generation in biographical narrative. On the other hand, their life is reconstructed according to each their resource and standard to interpreter and evaluate on it. It suggests political and clinical implications in order to overcome the disabled's social exclusion, which is based on practical and vivid experiential dates from the participants.

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A Study on the Characteristics of Modern Christian Spaces seen from the Perspectives of M. Eliade's Religious Phenomenology (M.엘리아데의 종교현상학 관점으로 본 현대 기독교공간의 특성에 관한 연구)

  • Lee, Jin-Kyung;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.26 no.4
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    • pp.57-64
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    • 2017
  • Modern Christian spaces are developing from the past architectural styles to the phenomenological aspects. This study was conducted since it was judged that research and analysis is desirable with the application of religious phenomenological theories which fit the characteristics of religious spaces. A scholar of religion, M. Eliade studied religious phenomenology based on religious studies. This study analyzed the characteristics of religious phenomenology of the Christian spaces based on his theory. As a research method, this study analyzed the category of religious studies and religious phenomenology derived from them and selected M. Eliade as one of the theorists in the field of religious phenomenology. Study drew out the characteristics of Christian spaces from the perspective of M. Eliade's religious phenomenology as follows; In the Christian spaces, characteristics of experiential spatiality and ambiguous spatiality appeared in relation to the spaces of 'Sacred' and 'Profane' which M. Eliade aimed to explain. The characteristics of Christian spaces drawn out from the time of 'Sacred' and 'Profane', which is M. Eliade's theory, were fundamental temporality, environmental temporality and subjective temporality. From the structure and form of 'Sacred' and 'Profane', which is M. Eliade's theory, the characteristics of Christian spaces can be considered to be formative symbolism and physical naturalness. Various characteristics of Christian spaces materialize the concepts of 'hierophany' and 'sublimity' vaguely felt in religious spaces. The results of this study is expected to provide researchers, religious people and general public who study Christian spaces with research basis to further objectify results of their studies as well as basic data on the phenomenological methodology of religion.

Research of Space Augmented Reality based Convergence Performance - Focused on Images used for Performing Arts - (공간 증강현실 기반의 융합형 퍼포먼스에 관한 연구 - 공연예술에 사용된 이미지 영상을 중심으로 -)

  • Lee, Gyu-Jeong
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.672-688
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    • 2016
  • This paper confirmed the roles of images of performance arts, through an analysis of the performance arts realizing media augmented reality, and proceeded audience studies through t-test for verifying the results. As a result, the images used for the performance arts interacted with the audiences through mixing of media, and led to satisfaction for the performance through strong flow and understanding. For some parts, however, an indiscreet use of images caused audiences, who are still familiar with traditional performance arts, to react exclusively toward the media. Eventually, at this time trying new change, convergence media performance arts with images need to orchestrate performance arts and media, so that multiple audiences can easily understand and enjoy, and make an effort to let the audiences get satisfaction based on various experiences. For this, a producer should dedicate to create strategic performance arts contents that can provide professional new knowledge and information, considering even audiences' recognition, as well as their perceptional and psychological characteristics.