• Title/Summary/Keyword: WORLD TYPOLOGY

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A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.317-323
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    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

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A Study on Meaning, Typology, and Characteristics of a Home in the Metaverse (메타버스에서 나타나는 주거의 의미, 유형 및 특성 연구)

  • Rhee, Jee Heon;Cha, Seung Hyun
    • Land and Housing Review
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    • v.13 no.4
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    • pp.91-103
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    • 2022
  • Home has significant meaning in the real world. In contrast, there's a lack of interest in homes in the Metaverse compared to other architectural spaces. This study aims to establish the concept of a home in the Metaverse based on meaning, typology, and characteristics of real-world homes. For this purpose, previous research and existing models of real- world homes were analyzed and case studies and a survey were conducted of homes in the Metaverse. As a result of the research, a model of home in the Metaverse is proposed based on physical, social, and personal models. Modifying one's dwelling, a refuge from the outside world, and self-expression/personalized space was also identified as the most significant characteristic of a home in the Metaverse. The results of this study will be helpful in future Metaverse virtual world research and development of Metaverse service platforms.

Stress-Timing and the History of English Prosody

  • Cable, Thomas
    • Korean Journal of English Language and Linguistics
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    • v.1 no.4
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    • pp.509-536
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    • 2001
  • The traditional typology of English poetic meters makes a binary division between strong-stress (or accentual) meters and accentual-syllabic (or syllable-stress or syllable-accent) meters. According to this typology, Old and Middle English alliterative poetry was composed in strong-stress meter; the iambic pentameter from Chaucer to Yeats and on to the present has been an accentual-syllabic meter. Intersecting with this literary typology is a linguistic typology that classifies languages of the world as stress-timed or syllable-timed or some mix of the two. English is a clear example of a stress-timed language. Whereas most descriptions of strong-stress meter focus on the counting of stresses, the present study focuses on the patterns of unstressed syllables between the stresses (possibly at isochronous intervals). The implications of this analysis suggest a new typology in which certain forms of English verse follow strict grammatical stress (mainly Old and Middle English, but for reasons different from “strong-stress” expectations) and other forms are shaped by a compromise of grammatical stress and the metrical template. Within this later group, iambic pentameter contrasts with trochaic, anapestic, and dipodic meters in lending itself more readily to modulation. Some of this modulation comes from an easy incorporation into iambic pentameter of elements associated with Old and Middle English meters.

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A Study of Type of Daesoonjinrihoe as a Established Sect and It's Appraisal (종교조직 유형론으로 본 대순진리회 유형 연구)

  • Kim, Hang-je
    • Journal of the Daesoon Academy of Sciences
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    • v.25_1
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    • pp.87-119
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    • 2015
  • Typology of religious organization is a useful analysis from the stand point of sociology of region. A study on the change of type of religious organization according to typology is a academic responsibility. This study can also make a religion prepare theoretical shape for the future of the religion. Although Daesoonjinrihoe now becomes a established sect, Daesoonjinrihoe should retain characteristics as a alternative sect. This feature as a alternative sect is an important identity of Daesoonjinrihoe which was established to criticize and overcome established sect. Dotongjingyeong is an ideal world of Daesoonjinrihoe. The foundation of Dotongjingyeong as an ideal world is essential value and reason of existence of Daesoonjinrihoe. For this reason, Daesoon jinrihoe should not just maintain its position but lead to reach the Dotongjingyeong here and now. Dotongjingyeong which should be built here and now is beyond Daesoonjinrihoe as a religious organization, because Dotongjingyeong is new heaven and new earth. Daesoonjinrihoe should put an guard against trial and error through change of type. Otherwise, Daesoonjinrihoe can not retain characteristics as an alternative sector. Now Daesoonjinrihoe may be at a revolutionary turning point for the foundation of Dotongjingyeong.

A Study on Cyclist Accident Analysis on Korea Roads with Typology of iGLAD (iGLAD 사고 분류 유형을 이용한 자전거 탑승자 교통사고 분석)

  • Lee, Hwasoo;Jang, Eunji;Yim, Jonghyun;Lee, Jimin;Kim, Jaehoon;Song, Bongsob
    • Journal of Auto-vehicle Safety Association
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    • v.10 no.1
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    • pp.27-31
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    • 2018
  • This paper reports an analysis of cyclist accident cases with respect to passenger vehicles on Korean roads. A typology based on Initiative for the Global Harmonization of Accident Data (iGLAD) code book is applied to a traffic accident analysis system(TAAS), which has the real-world crash data on Korea roads, to understand the accident scenarios in more detail and efficiently. Similarly this typology has been used for Germany In-Depth Accidents Study (GIDAS) as well. The accident data analysis with consideration of the typology of Korean road conditions may prioritize traffic safety issues regarding cyclists and is aimed to develop an Automatic Emergency Braking (AEB) system for cyclist. In summary, this paper characterizes and analyzes the scenarios of cyclist crashes with passenger car. The most common accident scenarios on Korean roads are Car-to-Bicyclist Nearside Adult (CBNA) and Car-to-Bicyclist Longitudinal Adult (CBLA), which are more than 86% of total accidents cases. Therefore, it is inferred that AEB cyclist system should include these accident types in the operational design domain to reduce more fatality in Korea.

Virtual Economy Typology-Focus on Online Games (가상경제 유형론-온라인 게임을 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.43-52
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    • 2009
  • Online game is the most popular representative example of the fast growing virtual world. Also, influence of interaction between virtual and real world is getting greater, and much discussion about virtual world and economy. However, it is often overlooked that the types of virtual economy can be very diverse depending on conditions of social and legal environment and policies of companies. Therefore, the influence of interactions between virtual world and real world is not managed by government and companies properly enough. We propose that virtual world is a system which has six types of agents and five types of transactions. Then there are twenty-four combinations, and we illustrated four typical combinations among them to explain practical applications of our model. The purpose of our categorization is not only to help to understand characteristics but also to provide insights for management and improvement for virtual worlds.

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A Study on Typology and Narrative function of NPC in MMORPG (MMORPG의 NPC유형에 따른 서사적 기능 연구)

  • Han, Hye-Won;Son, Hyeong-Jeon
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.53-66
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    • 2009
  • The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.

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Online-Based Local Government Image Typology: A Case Study on Jakarta Provincial Government Official YouTube Videos

  • Pratama, Arif Budy
    • Journal of Contemporary Eastern Asia
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    • v.16 no.1
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    • pp.1-21
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    • 2017
  • The Jakarta Provincial Government utilizes the YouTube channel to interact with citizens and enhance transparency. The purpose of this study is to explore online perceptions of local government image perceived by online audiences through the YouTube platform. The concepts of organizational image and credibility in the political image are adapted to analyze online public perceptions on the Jakarta Provincial Government image. Using the video summarization approach on Three hundred and forty-six official YouTube videos, which were uploaded from 1 March 2016 to 31 May 2016, and content analysis of Eight thousand two hundred and thirty-seven comments, this study shows both political and bureaucratic image emerge concurrently in the Jakarta Provincial Government case. The typology model is proposed to describe and explain the four image variations that occurred in the case study. Practical recommendations are suggested to manage YouTube channel as one of the social media used in the local government context.

A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.