• 제목/요약/키워드: Media Installation

검색결과 154건 처리시간 0.028초

사용자 및 설치 환경에 적응적인 스크린 양궁 시스템 (Adaptive screen archery system for user and installation environment)

  • 최무강;오경수
    • 한국게임학회 논문지
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    • 제18권3호
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    • pp.71-78
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    • 2018
  • 스크린 기반 게임은 여러 공간에 옮겨가면서 설치해야 하는 경우가 자주 일어난다. 이 경우에 센서에 변화가 생기거나 공간의 구성 차이로 설치에 어려움이 생길 수 있다. 또한 실제 게임과 똑같이 경험하는 것도 의미가 있지만 난이도를 조절하여 더 많은 재미를 느낄 수 있도록 유도해야 하는 경우도 존재한다. 본 논문에서는 스크린 골프와 유사한 형태의 체감형 게임인 스크린 양궁 게임을 개발하는 과정에서 공간의 변화에 따른 설치를 쉽게 하는 기법, 사용자의 실력에 따라 게임의 난이도를 자동으로 조절할 수 있는 방법을 설명하고 실험 결과를 보이고자 한다.

휴대 가능한 Lonworks 네트워크 설치 장비의 설계 (Design of portable Lonworks Network Installation Tool)

  • 이희찬;김명균
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2006년 학술대회 논문집 정보 및 제어부문
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    • pp.127-129
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    • 2006
  • The distributed control system is used in wide control fields. Factory automation, home network and building automation are good examples. Lonworks that Echelon company has been developing and providing since 1991 is one of popular distributed control systems. Lonwork system is support various communication media, especially it has a feature that supports communication through the power line. When Constructing Lonworks network in a construction field, the experts, who can treat Lonworks bring laptops that LNS and Lonmaker installed, install the network. However this way takes long time to construct the network and needs the experts. To resolve this problem, this paper suggests that a design of Lonworks network installation machine that is easy to use for everyone and portable. Non-experts can install Lonworks network by using this machine so they can reduce fare for installation of network and time to install.

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Statistics of Casualties and Damage Caused by Lightning Strikes in Korea from 2000 to 2007

  • Kim, Dong-Seong;Lee, Bok-Hee;Jeon, Duk-Kyu
    • 조명전기설비학회논문지
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    • 제23권7호
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    • pp.14-19
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    • 2009
  • This paper presents statistics on lightning-caused damage to humans, structures, and electrical and electronic equipment. To reduce the number and amount of casualties and damage caused by lightning strikes, the statistical analysis of lightning-related damage reports is important in establishing lightning protection measures. The statistics of lightning death, injury and damage in Korea from 2000 to 2007 were primarily derived from mass media As a result, the annual average of lightning-caused deaths in Korea is about 5. Most lightning casualties involve people who work outdoors such as farmers and recreationists. Data on lightning-caused injuries to humans and damage to structures in this paper may be underestimated since the available data from mass media are incomplete. The actual lightning-caused casualties and damage in Korea may be greater than those presented in this paper.

뉴미디어에 의한 공간디자인의 특성 연구 - 하이데거의 존재론적 관점을 중심으로 - (Study on the Characteristics of Spatial Design by Means of New Media - In View of Ontological Analysis of Heidegger -)

  • 이미경
    • 한국실내디자인학회논문집
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    • 제26권2호
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    • pp.13-21
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    • 2017
  • The revolution of new media has overthrown the existing social structure and brought about the changes in the concepts of the space and subject. These changes are identical to the existential issue of the space and subject and to fundamental issue of spatial design. This study will interpret the new media in view of ontology and analyze the characteristics by applying it to spatial design. In this study, the characteristics of new media of ontological viewpoint were divided into six categories containing the process space, the space of exterior meaning, the space of the affairs, interactive subject, playful subject and extension of sense, which were the basis for this analysis. The results showed that the expression characteristics of spatial concept of ontology and subject concepts revealed in the areas of architectural surface, the space of art and installation, and architectural design process.

휴대 정보터미널을 위한 애플리케이션 자동설치 시스템의 설계 및 구현 (Design and Implementation of Automatic Installation System for PDA)

  • 나승원;오세만
    • 한국전자거래학회지
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    • 제8권3호
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    • pp.165-176
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    • 2003
  • 기존의 휴대폰을 대신하여 무선인터넷 디바이스로서 새롭게 주목 받고있는 PDA는 응용 분야가 확대됨에 따라서 수많은 프로그램 개발이 이루어지고 이와 동시에 개발된 애플리케이션은 적합한 형태로 설치되어야 한다. 또한 PDA는 배터리 전원이 방전될 경우에 RAM(Random Access Memory)에 저장되어 있던 모든 데이터가 삭제되는 단점이 있어서 램에 설치하였던 프로그램은 사용을 위해서 복원해야 하는 번거로움이 있다. 본 논문에서는 휴대 정보터미널인 PDA에 애플리케이션 설치가 필요한 경우, 사용자가 직접 애플리케이션을 설치해야 하는 기존의 문제점들을 해결하기 위하여 자동으로 응용 프로그램이 설치되는 시스템(PAIS : PDA Automatic Installation System)을 제안하였다. 이 시스템을 PDA와 같은 휴대 단말기에 적용할 경우 사용자에게는 설치에 소요되는 시간과 노력을 감소시켜 편의를 제공하고 기업에게는 프로그램 설치관련 홍보물 제작에 소요되던 비용을 절감하여 무선 인터넷의 확산을 기대할 수 있다.

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프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로- (Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino)

  • 방빈주;임영훈;백준기
    • 한국융합학회논문지
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    • 제12권11호
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    • pp.207-220
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    • 2021
  • 최근 센서 경험을 위한 새로운 매체들의 발전은 프로젝션맵핑, 가상현실과 같은 비디오 설치 미술의 시각적 표현을 더욱 확장시키고 있다. 예술가들은 새로운 매체들들 통해 새로운 시각적 표현 기법을 개발하고 발전시킬 수 있다. 프로젝션맵핑 기술은 지속적으로 미디어아트 작품의 시각적 표현에 다양한 가능성을 부여하고 있다. 본 논문은 프로젝션맵핑 기술에 기반한 시각 표현이 인간의 감각 체험으로 전이되고 확장되는 과정을 연구하기 위해서, 매체가 갖는 '복제성,' '전파성,' '가상성' 그리고 '인터랙션'의 특징을 분석함으로써 시각적 표현을 정의하고 의미를 기술하였다. 작품 분석을 통해 '반복과 중첩,' '시뮬라이크롬과 은유,' '치환과 전환'의 시각적 표현 기법에 대해 분석하고, 프로젝션맵핑 작품인 에 적용함으로써 시각 표현 기법이 인간의 감각 체험으로 확장되는 과정을 연구하였다. 시각적 표현의 확장성 연구는 작품을 제작하는 예술가들이나 관람하는 관객들에게 작품의 의미를 전달하거나 해석하는데 필요한 핵심 요소이다.

적극적인 고객 참여를 위한 사용자 경험으로서 의외성에 관한 연구 (A Study on Positive User Experience Design for Customer to Participate as a Unexpectedness)

  • 이규태;김성훈
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.171-182
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    • 2010
  • The precent, many outdoor advertisements in the media has such experience. Looking at the trend of outdoor advertising media, visual stimuli, causing extreme curiosity, stimulate emotion, expression, such as illogical to consumers using a variety of unexpectedness "surprising expression" attempt to give a strong impression on consumers appears to can. In this study, outdoor advertising media, outdoor advertising is now through the case study to evaluate the characteristics of the media in the unexpectedness, in the process based on components derived extraordinariness configure Tetrad Map and extraordinariness factors of outdoor advertising media Analysis of the key elements to configure the user experience factor that has the purpose of identifying the characteristics extraordinariness. As a result of analysis of outdoor advertising media element to configure the Visual / Installation / Technology / Story of the most important factors acting Visual elements were found to be leveraging. Components, as well as factors was higher than the interest factor involved. So now with the development of outdoor advertising media, the unexpectedness expression appears in the flow, limited to the visual aspect of extraordinariness factors that could be seen being used. Characteristics of outdoor advertising media in the past did not deviate more as consumers look to stimulate the technical attributes of a visual form that could be seen to be extended.

터틀봇3를 위한 ROS 설치 및 제어의 오류 해결 방법 (How to fix errors in ROS installation and control for TurtleBot 3)

  • 박태환;이강희
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2020년도 제62차 하계학술대회논문집 28권2호
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    • pp.331-334
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    • 2020
  • 터틀봇3(Turtlebot3)을 제어하기 위하여 피시와 터틀봇3 각각에 ROS(Robot Operating System)을 설치하고 제어한다. 터틀봇3는 라즈베리파이 3 보드로 제어되는 오픈소스 로봇이다. 전세계에서 유명한 교육 및 연구용 로봇이지만 설치와 제어 과정에서 여러 오류를 경험하는 사용자들이 있다. 본 논문은 터틀봇3를 처음 사용하는 사용자들을 위하여 설치과정과 설치과정에서 발생하는 오류들에 대하여 다룬다.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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공공공간에서의 일시적 설치미술에 대한 연구 및 제언 (A Study on Temporary Installation Art in Public Place)

  • 정정;진연;노혜신;김원석
    • 디지털융복합연구
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    • 제17권1호
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    • pp.313-317
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    • 2019
  • 설치미술은 특정한 이념이나 형식을 고수하지 않으며 다양한 매체를 융 복합적으로 활용하여 설치(installation)하는 작품을 적극적으로 시도한다. 그럼으로써, 결과적으로 일상적인 장소에 대한 새로운 인지를 자극한다. 설치미술은 공간에 설치되는 것인 만큼 설치되는 장소에 따른 공공미술적인 성격도 갖게 된다. 따라서 설치미술은 그 시작부터 대중과의 소통, 사회적 이슈에 대한 행동을 잠재하고 있다. 이러한 설치미술은 가운데는 지속적으로 공간을 점유하지 않는 일시적인 설치미술도 존재한다. 일시적인 설치미술은 영구성에서 벗어남으로써 창작과 소통에 가벼움을 갖는다. 이는 곧 열린 공간에서의 인간과 세계의 소통을 위한 새로운 융 복합적 예술로서 시도할 수 있는 예술 양식으로 고려하고 제언할 수 있다.