• Title/Summary/Keyword: Spatial Practice

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An Analysis of Spactial Practice of Morden People appeared in the early 20th century film (20세기 초 영화에 나타난 근대인의 공간적 실천 분석 연구)

  • Lee, Young-Soo;Roh, Eun-Joo
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.124-134
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    • 2011
  • The space has been interpreted from various perspectives, such as hierarchical, cultural, economic, political factors, etc. So we can see the space as a social existence. Space is now being formed through the dialectical relations of these elements. From this point of view, this study started to research the spatial practice of morden people through the case in the early 20th century film. With the discourse of Henri Lefebvre and David Harvey, and Michel de Certeau's theory, this research tried to find the mechanisms of spatial practice. Also Benjamin is a philosopher who intervenes the relationship between modernity and cultural production and his way of reading cultural phenomena seems to serve as the useful methodology of cultural studies. Modern people were individual unawared of the era, awakened to the ego. They were wandering the room and the street, private and public places. They were city dwellers walking around, collecting goods, and living of everyday life. Spatial practice is a fixed activity and have continuity. spatial practice appeared in the early 20th century film is at the intersection of social practices and the practice of everyday life. Social practices are a fixed practice and continuous practice. The practices of everyday life are nomadic practice and amusable practice. Modern people accommodate and adapt to a given space of the city through fixed practice. They realizes the access and the distance from spaces through continuous practice. They select and approved the spaces through nomadic practice. And they possess exclusively and utilize the spaces through amusable practice. Through These research spatial practices, it could easily found similarities and differences between modern space on the early 20th century and contemporary space of 21st century. True modern is not the past but the present.

Exploring Spatial Variations and Factors associated with Walking Practice in Korea: An Empirical Study based on Geographically Weighted Regression (지리적 가중회귀모형을 이용한 지역별 걷기실천율의 지역적 변이 및 영향요인 탐색)

  • Kim, Eunjoo;Lee, Yeongseo;Yoon, Ju Young
    • Journal of Korean Academy of Nursing
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    • v.53 no.4
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    • pp.426-438
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    • 2023
  • Purpose: Walking practice is a representative indicator of the level of physical activity of local residents. Although the world health organization addressed reduction in prevalence of insufficient physical activity as a global target, the rate of walking practice in Korea has not improved and there are large regional disparities. Therefore, this study aimed to explore the spatial variations of walking practice and its associated factors in Korea. Methods: A secondary analysis was conducted using Community Health Outcome and Health Determinants Database 1.3 from Korea Centers for Disease Control and Prevention. A total of 229 districts was included in the analysis. We compared the ordinary least squares (OLS) and the geographically weighted regression (GWR) to explore the associated factors of walking practice. MGWR 2.2.1 software was used to explore the spatial distribution of walking practice and modeling the GWR. Results: Walking practice had spatial variations across the country. The results showed that the GWR model had better accommodation of spatial autocorrelation than the OLS model. The GWR results indicated that different predictors of walking practice across regions of Korea. Conclusion: The findings of this study may provide insight to nursing researchers, health professionals, and policy makers in planning health programs to promote walking practices in their respective communities.

Effects of Computer Game on Children's Spatial Skills and Short-term Memory Ability (컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과)

  • Yi, Soon Hyung;Suh, Bong Yeon;Lee, So Eun;Sung, Mi Yong
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.293-306
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    • 1999
  • This study investigated children's spatial skills and short term memory ability based on their practice with computer games. The 40 four-year-old and 40 six-year-old subjects were divided by experimental and control groups. Spatial skills of children were assessed by visual speed, mental rotation, and spatial visualization tasks. Short term memory was measured with a digit span task. Results showed that computer game practice enhanced children's memory ability and spatial skills. Even 4-year-olds performed better on mental rotation and spatial visualization tasks after practice. The treatment effect was significant for visual speed of 6-year-olds, short term memory ability and mental rotation of 4-year-olds, and spatial visualization of both 4- and 6-year-olds.

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Spatial Reuse in IEEE 802.11ax: Whether and How to Use in Practice

  • Zhu, Deqing;Luan, Shenji
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.12
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    • pp.4617-4632
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    • 2021
  • IEEE 802.11ax is a protocol being developed for high-density Wireless Local Area Networks (WLAN). Several algorithms have been proposed to improve the level of spatial reuse applied in IEEE 802.11ax. However, these algorithms are tentative and do not specify how to select the transmit power and carrier sense threshold in practice; It is unclear when and why the tuned parameters lead to better network performance. In this paper, we restricted the scale of transmit power tuning to prevent the case of backfire in which spatial reuse will result in transmission failure. If the restrictions cannot be satisfied, spatial reuse will be abandoned. This is why we named the proposed scheme as Arbitration based Spatial Reuse (ASR). We quantified the network performance after spatial reuse, and formulate a corresponding maximum problem whose solution is the optimal carrier sense threshold and transmit power. We verified our theoretical analysis by simulation and compared it with previous studies, and the results show that ASR improves the throughput up to 8.6% compared with 802.11ax. ASR can avoid failure of spatial reuse, while the spatial reuse failure rate of existing schemes can up to 36%. To use the ASR scheme in practice, we investigate the relation between the optimal carrier sense threshold and transmit power. Based on the relations got from ASR, the proposed Relation based Spatial Reuse (RSR) scheme can get a satisfactory performance by using only the interference perceived and the previously found relations.

The Effects of computer Games on Children's Spatial Cognitive Skills (컴퓨터 게임이 아동의 공간인지 기술에 미치는 효과)

  • Lim Song Mi;Yi Soon Hyung
    • Journal of the Korean Home Economics Association
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    • v.42 no.10 s.200
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    • pp.79-89
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    • 2004
  • This study was designed to investigated children's spatial cognitive skills as based on their practice with computer games. The sixty children were divided into 3 groups there were twenty children in experimental group 1 (the geometric game experimental group), twenty children in experimental group 2 (the arcade game experimental group), and twenty children in the control group. The sSpatial cognitive skills of the children were assessed according to by visual speed, mental rotation, and spatial visualization tasks. The rResults showed that computer game practice enhanced the children's spatial skills (visual speed, mental rotation and, spatial visualization). The c Children's mental rotation and spatial visualization showed a significant difference with the type of computer game.

A Study on the Curriculum Development of Spatial Convergence Studies (주거학 전공분야를 위한 공간정보 관련 교과과정 개발 기초연구)

  • Park, Nam-Hee;Choi, Jae-Soon
    • Journal of the Korean housing association
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    • v.22 no.3
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    • pp.73-82
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    • 2011
  • The purpose of this study was to develop the curriculum of spatial convergence studies for the major field of housing and interior design. Documentary research and content analysis methods were used in this study. Data drawn from internet homepage of each universities which were 20 colleges the major field of housing and interior design and 160 colleges of architectural design, and public institutions the MLTM and the KRIHS. The major results of this study were as follows. 1) Government has been supported the specialized graduate school of spatial information and the university which they have spatial information curriculum during 5 years. 2) The department of spatial information has been educated the theory and practice about spatial issues in order to train the spatial specialist helpful to the new growing industry. 3) There were little changed curriculum which has related to the department of housing and interior design. The half of their curriculum were housing project and interior design. The spatial convergence studies educational program should be grow up step by step. The first is basic level to learn the basic theory of spatial studies for example the spatial introduction or the housing and the second is low level to learn the depth theory of spatial studies for example the design I or the housing development. The third is middle level to apply the depth theory of spatial studies for examples the design II, III or housing policy and institutions. And the last is high level to practice the depth theory of spatial studies for example housing construction or internship.

Experimental Research of Business Practice Utilizing Geospatial Data (통합 공간자료 실무 활용에 관한 실험 연구)

  • Kim, Hyeong-Tae;Kang, Chang-Sik;Choi, Bo-Yeon;Eo, Yang-Dam
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2010.04a
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    • pp.111-112
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    • 2010
  • The purpose of this research is to analyze the business process in which Korea Land & Housing Corporation utilizes spatial DB of NSDI(National Spatial Data Infrastructure) for compensation service. By the analysis of spatial data connected with compensation service, the influence of the matching error among spatial data on the business process for the service is identified and it is required to draw a direction for improvement in it.

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Sound visualization in time domain by using spatial envelope (공간 포락을 적용한 시간 영역 음장 가시화)

  • Park, Choon-Su;Kim, Yang-Hann
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.33-36
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    • 2007
  • Acoustic holography exhibits the spatial distribution of sound pressure in time or frequency domain. The obtained picture often contains far more than what we need in practice. For example, when we need to know only the locations and overall propagation pattern of sound sources, a method to show only what we need has to be introduced. One way of obtaining the necessary information is to use envelope in space. The spatial envelope is a spatially slowly-varying amplitude of acoustic waves which contains the information of sources' location. A spatial modulation method has been theoretically developed to get a spatial envelope. By applying the spatial envelope, not only the necessary information is obtained but also computation time is reduced during the process of holography. The spatial envelope is verified as an effective visualization scheme in time domain by being applied to complicated sound fields.

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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.