• Title/Summary/Keyword: Real-life Space

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A case Study of 3D Model Application for Combining Nuclear Power Industry with Virtual Reality Technology (원전 산업과 가상현실기술 접목을 위한 3D 모델 원전 적용사례 연구)

  • Lim, Byung-Ki
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2019.05a
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    • pp.224-225
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    • 2019
  • Virtual reality technology can be defined as human-computer interface that makes virtual place of specific environments or situation is an interactive computer-generated experience taking place within a simulated environment. In order to combine virtual reality technology of domestic nuclear power industry, the R&D Project has been developing a virtual/augment reality system for nuclear power plant from April 2018 to March 2021. To effectively apply virtual reality technology of domestic nuclear industry, it is necessary to build virtual space similar to real environment. Therefore, This study is analysed 3d model status for nuclear power plant during the life-cycle, and suggested a method to build 3D cad model close to real environment.

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A Study of imagification of space laying emphasis on representation (표상성을 중심으로한 공간 이미지화에 관한 연구)

  • Hwang Yong-Seup;Park Chan-Ho
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.106-113
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    • 2005
  • New images percolate through human consciousness by the media such as movies, TV programs, and brilliant advertisements. These images reproduce new ' things ' throughout the ' semantic processes ' by those who experience and recognize them. Alvin Toffler describes it as the ' information bomb ' and ' image fragments ' in his talk about the new paradigm of information-oriented era. The increasing number of images and their accelerating rate of appearance imply that images become more momentary, and are evidence that they are transforming entire human life and consciousness. Such awareness means a lot to a designer. Especially, the subject that how modern space-dominating images are related to the structure and materials constituting the space and communicate with human mind will be an important factor in establishing the human-space relationship in the future. Furthermore, the present age overspread with various medium is not the only one privileged of the images that exist within space. They are the results of continuous expansion of existing images, and also process of evolution of space powered by the fusion of images and digital media. Imagified space is a boundary layer of Cyberspace, and the space itself becomes an interface by human recognition and participation. Now, the functional classification of spaces such as ' office, ' ' cafe, ' and ' school ' is meaningless. Whatever it may be, the function of a space is defined by the information it interfaces, and therefore it becomes an interface to information through a large number of images. Based on this idea, we will observe the imagificaiton of space in the form of discussion, and from that, try to understand the phenomenon through the real world examples.

An Interpretation of Deleuze's Other Geometry in Terms of Liquid Space - Focused on Works Published since 2000 - (리퀴드 스페이스에 대한 들뢰즈의 타자의 기하학적 해석 - 2000년도 이후 발표된 작품을 중심으로 -)

  • Kim Sun-Hee;Lee Hanna
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.98-105
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    • 2005
  • Through advanced computer technology, our physical environment became a flexible and liquid space that is a multi-functional space structure, hetero-alliance, formless, interactivity. We attempt to interpretate Deleuze's Other geometry as a space designer. Hence first, the aim of this study is to define the meaning of the Other and Other geometry. Second, to extract keywords out of the Other geometry to analyze the work. Third, to analyze the work using the space formative languages(blob, blurring, distortion, folding, layering, lightness, nesting, repetition, shear, transparency, twisting, unfolding, warping, waving, and weaving). The 13 works were selected which have been issued after year 2000 with the focus on liquid space studies. The methods of this study are literature research and contents analysis. The results of the analysis were as follows. First, the source is the Other who is a hidden potentials in the surrounding environment, and this source has the capability of making it part of reality anytime. Other geometry means it is a theory that is comprised of various lines that with the kind of experiences that one has in life. Second, the key words that were extracted from the theory of Deleuze's Other geometry were of (1)hetero-alliance(reflected in a sculptured shape or a fluid abstract form), (2)dis-form(by speculating the user's movements, and combining space elements with external forces), (3)interactivity (information was exchanged real time between the user and his environment where the space took on a sensory institution). Finally, after studying the works using the space formative languages, we found that blob, warping, waving were used externally, and repetition, warping and waving for mostly used internally.

Conceptual Design for Virtual Hospice Center (가상 호스피스 센터의 개념설계)

  • Cho, Hyun
    • Health Policy and Management
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    • v.10 no.3
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    • pp.68-87
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    • 2000
  • This study aims at the operation of the hospice in the virtual space by the use of telecommunication technology. The hospice can be an efficient alternative for the elderly and terminal patients. It can achieve both the quality of life of patients and the conservations of medical resources. The virtualization creates new norms and values which are different from the conventional environments. The concepts and limitations which are crucial to the projection of the existing hospice into the virtual space are discussed. The items ranging from the hospice need to the design criteria of the modules are investigated. The most important point in constructing the virtual hospice center is the human factor, which characterizes the hospice. In addition, the real-world circumstances of the hospice should be considered in the realization of the VHC.

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The Aesthetic Consciousness of Cyberpunk in Fashion -Focused on Simulacres Concept- (사이버펑크 패션의 미의식 -시뮬라크르(Simulacres) 개념을 중심으로-)

  • 김현수;양숙희
    • The Research Journal of the Costume Culture
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    • v.7 no.5
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    • pp.104-121
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    • 1999
  • The purpose of this paper is to make sure of identity as a paradigm of new fsahion to introduce the concept of Sumulacres by J. Baudrillard, For converting to new aesthetic value. To do this, we started observing the general concept of Simulacres, and examined Cyberpunk within thinking of Simulacres and Cyberpunk fashion at virtual space, and then divided aesthetic consciousness appeared at Cyberpunk fashion centering on the concept of Simulacres into inwards sense and outwards sense. Cyberpunk is understood to be one of tendency in the cyber cultures controlled by computer and electronic technology. It is not yet defined clearly and therefore ambiguous and still being elaborated. However, the form started changing our sense sinking into overall cultures in the World, including even movie, literature, music and fashion, and giving complex, deep cultural and artistic possibilities. Also, as a subculture, Cyberpunk is building its own cultural territory in cyber space and is experiencing more real Simulacres than that of it in the ordinary life.

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The research of analysis on lounge in the fashion mall - In the center of commerce area - Dongdaemun - (패션 쇼핑몰의 휴게공간분석에 관한 연구 - 동대문 지역을 중심으로 -)

  • Kwon, Hyuk-Jin;Chun, Jung-Oh;Han, Hae-Ryon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.40-45
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    • 2005
  • The lounge space in the fashion shopping mall such as footpath and resting place is attained not only a routine life for a pedestrian ,but also a simple meeting for association and amusement. In comparison with the current advancement of a shopping mall, however the lounge-a resting place for customers who make a visit for shopping and need for resting has changed into being commercial and non commercial -real meaning for resting space has disappeared. Consequently, the purpose of a research is to investigate on the actual condition for noncommercial resting spaces in the shopping mall and to suggest a reform measure through an analysis on the satisfaction percept of users in accordance with the result.

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Metaverse as a future living environment of Homo Culturalis (문화적 인간의 미래 생활환경으로서 메타버스)

  • Lee, Arum;Oh, Min Jung
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.167-176
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    • 2022
  • In this paper, the metaverse is viewed as a future space for the living environment of Homo Culturalis. Although the metaverse is perceived as a digital 'virtual' space, it should be understood as an extension of the real space. A human dreams of a reincarnation in the digital space, but a human has a body that cannot be completely separated from the physical environment. This means that human activities are not disconnected from reality and more specifically the human existence ought to be found in the socio-cultural context of reality. If the way of life in Metaverse becomes increasingly common, humans should be able to access this metaverse as a reality. Therefore, in this paper, the metaverse that creates the world of creation, play, and empathy, becomes considered as the world of human life of Homo Culturalis, where the realization of human desires and desires in that world are made.

A Study on the Interior Design of a Dog-Friendly Hotel Using Deepfake DID for Alleviation of Pet loss Syndrome

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.248-252
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    • 2022
  • The environment refers to what is surrounded by something during human life. This environment is related to the way humans live, and presents various problems on how to perceive the surrounding environment and how the behaviors that constitute the environment support the elements necessary for human life. Humans have an interest in the supportability of the environment as the interrelationship increases as humans perceive and understand the environment and accept the factors supported by the environment. In space, human movement starts from one space to the next and exchanges stimuli and reactions with the environment until reaching a target point. These human movements start with subjective judgment and during gait movement, the spatial environment surrounding humans becomes a collection of information necessary for humans and gives stimulation. will do. In this process, in particular, humans move along the movement path through movement in space and go through displacement perception and psychological changes, and recognize a series of spatial continuity. An image of thinking is formed[1]. In this process, spatial experience is perceived through the process of filtering by the senses in the real space, and the result of cognition is added through the process of subjective change accompanied by memory and knowledge, resulting in human movement. As such, the spatial search behavior begins with a series of perceptual and cognitive behaviors that arise in the process of human beings trying to read meaning from objects in the environment. Here, cognition includes the psychological process of sorting out and judging what the information is in the process of reading the meaning of the external environment, conditions, and material composition, and perception is the process of accepting information as the first step. It can be said to be the cognitive ability to read the meaning of the environment given to humans. Therefore, if we can grasp the perception of space while moving and human behavior as a response to perception, it will be possible to predict how to grasp it from a human point of view in a space that does not exist. Modern people have the theme of reminiscing dog-friendly hotels for the healing of petloss syndrome, and this thesis attempts to approach the life of companions.

The Construction of Memory Space in Fu Sheng Liu Ji and Shen Fu's Mentality of Lower-class Literati (《浮生六記》追憶空間的建構與沈復的下層文人心態)

  • LIU CHANG
    • CHINESE LITERATURE
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    • v.100
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    • pp.71-84
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    • 2019
  • The academia has always maintained a strong interest in Fu Sheng Liu Ji since it was known to the world. However, current studies mostly focused on English versions translation, classification of works genres, the Image of the heroine Chen Yun, and depicting, which based on content of the works, the life of the lower literati in the mid-Qing Dynasty, yet no systematic discussion on the characteristic construction of memorial space has been carried out. Although real life was used as writing material, a careful reading will reveal that Shen Fu, the author, had the memories significantly split and reassembled, which was achieved through the repetition of fragmentary memory spaces. The intentionally constructed characters of these memory spaces, along with their combinations, and the mentality of the lower literati in the mid-Qing Dynasty are all worthy of further study, these aspects and their relations were discussed in this paper. The second chapter summarized, classified and described the types of memory spaces in the works. Two typical memory spaces were appeared, semi-closed dotted space and open linear space. The former was mainly in Gui Fang Ji Le and Xian Qing Ji Qu while the latter was in Kan Ke Ji Chou and Lang You Ji Kuai. The following discussion was on Shen Fu's deliberately disconnecting the time chain, and the narrative ways of categorizing and linking these memory spaces. The third chapter revealed the mentality of the lower-class literati in the mid-Qing Dynasty, which hidden behind the special construction mode of Shen Fu's memory spaces, was believed as a "active marginalization", and specifically manifested in defending the private space, as well as resisting the social space. Therefore, the paper holds that Fu Sheng Liu Ji is not a record of Shen Fu's life, but a deliberate cutting and reorganizing of the memory spaces, and his active marginalization mentality contributes to the construction of such groups of memory spaces.

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

  • Kim, Jee-Hee
    • The Korean Fashion and 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.