• Title/Summary/Keyword: experience world

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Site-Specificity and Environment of Visual Art in the Postmodern Era (포스트모던시대 조형예술의 장소성과 환경)

  • Lee, Bong-Soon
    • Journal of Science of Art and Design
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    • v.13 no.1
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    • pp.39-60
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    • 2008
  • Nature/Landscape is surrounding space in which we make living. It is considerably comprehensive tenn. but on the other hand, the site can be existence, experience, and certain circumstance with boundaries. Based on these places, through contemporary art criticism, this study is to contemplate how art since 1960s, especially, site-specific art in three-dimensional space intervene in the environment. Artists of today put more value on the process and act of art making founded on the external, and they tend to create the characteristic of site or to indicate linguistic documentation. Moreover, a large-scale tendency of contemporary sculpture and 'occupation of specific site' seems to accede spatial conception from architecture. The core that recognizes these artworks is with body, that is to say, the space in which Self becomes the subject by changing the structure of the work while moving around it. In particular, 'Site-specific Art (in situ)' sometimes determines the form inward or outward It also relates directly on viewer's five senses by looking, hearing, and feeling, touching, and interacting. For example, in Richard Serra's , the viewer who moves around the work has the role to manipulate the movement of the work by perception. Works of In situ and works that planned for specific site suggest 'occupation of site' as of the function of the work These sites are ideal and special as well as being independent. Ultimately, it seems that the creative process of contemporary artists is to carry those intended form on the structure of perception. Furthermore, law of nature such as entropy, and acceptance of contingency helped organic structure of artwork become more abundant. For Robert Smithson, entropy suggests of reaching to a state of equilibriumin which everything is the same. This means that any core is justifiable and any rank is possible. Because the world without a core is a labyrinth of boundless exploration.

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A Study on the Investigation into Obstacles in Overseas CM Projects (해외 CM사업의 애로요인 분석에 관한 연구)

  • Kim, Jae-Hee;Kim, Han Soo
    • Korean Journal of Construction Engineering and Management
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    • v.14 no.5
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    • pp.113-121
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    • 2013
  • An expansion into the global market increasingly becomes a buzz world among Construction Management(CM) firms in Korea. The objective of this study is to identify potential obstacles and investigate their nature and implications to CM firms in Korea. The study identified 25 obstacles under 5 categories. Base on a questionnaire survey and interviews with CM experts who have global CM projects experience, the study discusses that while there exist various types of obstacles, a more attention needs to be paid for a small number of major obstacles to minimine risks in overseas CM projects. It also suggests that improving pre-construction management competency through securing CM experts should be listed as a top agenda for Korean CM firms.

Following the Cold War, both the United States' military operational concept and the Republic of Korea Army's developmental study (탈냉전기 미국의 군사작전 개념과 한국군 발전방향 연구-합동작전을 중심으로)

  • Lee, Se-Han
    • Journal of National Security and Military Science
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    • s.2
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    • pp.121-163
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    • 2004
  • Science technique development expanded into, not only land, sea, and air operations but also those of airspace, and cyber battle spaces. It is generally accepted at this time that space centric operations currently cannot be effectively divided from air operations. However, science and technology advancements make it possible to integrate Army, Navy, Airforce, and Marine forces into effective operations as never before. The Republic of Korea Armed Forces needs to establish a more effective joint concept. The US military, considered by many experts as the most effective in the world, understands the necessity of joint operations and accordingly has highly developed its own concept of joint operations. The US joint operational concepts demonstrated their effectiveness during the Iraqi War by dominating the battlefield through effective use of all combat and non-combat power. Following the US Iraqi War experience, the US Department of Defense continued to enhance Joint Capability through the acceleration of US Military Transformation involving all components. The future national security of the Republic of Korea, faced with the peculiarity of communist threat in the form of North Korea, and the conflicting interest of four strong powers; the United States, China, Japan, and Russia, depends on small but strong armed forces employing all available combat power through effective National and Military Strategy, and considering domestic and international constraints. In order to succeed in future wars, military operations following joint operational concepts must effectively employ all available combat power in a timely manner. The Republic of Korea Armed Forces must establish a joint forces concept in order to integrate all available combat power during employment. Therefore we must establish military operations that develop the military structure and organization, doctrine, weapon systems, training and education of our armed forces based on the key concept of joint operations.

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Digital Face Design with Reference to Contemporary Fashion (현대패션의 관점에서 본 디지털 페이스디자인)

  • Lee, Se-Lee
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.363-371
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    • 2020
  • This study based on the digital innovation of the fashion industry has researched digital-based face design that already has many users all over the world through social media and has influenced the fashion industry. The purpose of this study is to present the future vision of the direction of the fashion industry by classifying representative cases of augmented reality-based digital face design and deriving the oriented value that penetrates them. It was needed to analyzing 3D designer's works that provide digital filter-based face design to the public through Instagram and Facebook. As a result of observing the oriented value of digital face design from the point of view of modern fashion through case exploration, three trends were drawn: experimental formativeness orientation, playful experience orientation, and future technology orientation. This study limited the scope to digital-based face design, but the conclusions presented through these are applicable to all areas of fashion. Therefore, it is supposed to expect to study new phenomena related to fashion design and fashion communication based on digital augmented reality beyond the scope of face design in the future.

Research of Application the Virtual Reality Technology in Chemistry Education (화학 교육에서 가상현실 기법의 활용에 대한 연구)

  • Park, Jong Seok;Sim, Gyu Cheol;Kim, Jae Hyeon;Kim, Hyeon Seop;Ryu, Hae Il;Park, Yeong Cheol
    • Journal of the Korean Chemical Society
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    • v.46 no.5
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    • pp.450-468
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    • 2002
  • As the computer is popularized in individual and society, it is using in a many of area. In particular, there are many materials to learn a science knowledge using multimedia through computer. Many of them are web-based learning materials, which are developed by Java or Flash. Since the technology of the representation, storage, com-putation and communication in computer make progress, the environment of education is also developed. Especially, the internet and VR technology will cause the education to change. A key feature of VR is real-time interactivity, in that the computer is able to detect student input and instantaneously modify the virtual world. It is reported that using the VR simulation in chemistry education can increase student engagement in class, promote understanding of basic chem-ical principles, and augment laboratory experience. In this study, application way of the virtual reality technology in chemistry education is examined.

An Analysis of the Environmental Color in Urban Street by Pedestrian Visual Fields Area (보행자의 시계영역에 따른 가로의 환경색채 분석)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.53-61
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    • 2017
  • Cityschumers experience the urban with the visual perception while walking an average speed of 4km per hour. At this time, recognition of the color field accounts for more than 70%. Therefore, in this paper the environmental color of urban street is examined by dividing the pedestrian visual field area. In the urban street, the area of the visual field area of the pedestrian is divided into Ground Plane, Roadside, Canopy and Building Wall. In addition, we observe and color survey the environmental color of Exhibition Road, which is the northern side space of South Kensington in London, which adopted the world's first shared space. The color of the visual filed area was dominated as YR, GY, Y, PB. The Ground Pland was dominated by the YR. The reason for this is that the color of the floor has changed due to the shadows of surrounding architecture and facilities. Roadside was dominated in various ways such as GY, BG, PB, B and P. Canopy was mainly composed of PB, GY, etc. It was found that the material color of the lower part of the architecture was reflected. The architecture wall was affected by the reflectance and absorption rate of the transparent material. The first image that comes to mind when thinking about the urban is the street where pedestrians walk, feel and enjoy themselves. Therefore, it is suggested that various policy frameworks for managing and managing urban planning professionals may be different from the perceptions of pedestrians active in mega cities.

The Development of Mobile-based User Inferface Framework for Virtual Environments (가상환경에서의 인터랙션을 위한 모바일 시스템용 인터페이스 프레임워크 개발)

  • Kim, Seok-Hwan;Cho, Yong-Joo
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.343-350
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    • 2007
  • Virtual environment is an interactive multimedia space that allows users to experience realistic sensory feedbacks and interactions as they do in real world. There have been some work on the development of two-dimensional user interface for supporting interactions in a virtual environment. However, most of them were designed for specific virtual environments and hence could not be easily deployed to other virtual worlds. To address this problem, some frameworks were developed for building two-dimensional user interfaces for virtual environment, but they had limitations in usability or flexibility. In this paper, we present the HIVE framework, which is designed to help ease the development of two-dimensional user interface for the virtual environment while satisfying the requirements of both usability and flexibility. The HIVE framework utilizes XML and scripting capability, dynamic module loading, XML and script language for usability. It provides module reading, configuration, and event processing mechanism for flexibility. This paper first explains the HIVE framework and describes the applications developed for some virtual environments followed by discussing the future research directions.

Optimization of T/C Lifting Plan using Dependency Structure Matrix (DSM) (DSM을 활용한 타워크레인 양중계획 최적화에 관한 연구)

  • Kim, Seungho;Kim, Sangyong;Jean, Jihoon;An, Sung-Hoon
    • Journal of the Korea Institute of Building Construction
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    • v.16 no.2
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    • pp.151-159
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    • 2016
  • Tower crane (T/C) is one of the major equipment that is highly demanded in construction projects. Especially, most high-rise building projects require T/C to perform lifting and hoisting activities of materials. Therefore, lifting plan of T/C needs to reduce construction duration and cost. However, most lifting plan of the T/C in construction sites has still performed depending on experience and intuition of the site manager without systematic process of rational work. Dependency structure matrix (DSM) is useful tool in planning the activity sequences and managing information exchanges unlike other existing tools. To improve lifting plan of T/C efficiently, this study presents a framework for the scheduling T/C using DSM through the case study in real world construction site. The results of case study showed that the scheduling T/C using DSM is useful to optimize the T/C lifting plan in terms of easiness, specially in the typical floor cycle lifting planning.

Creative Industry Digital Transformation Case Study: Market Reorganization Strategy and Platform (창작 산업 (Creative Industry) 디지털 트랜스포메이션 사례연구: 시장재편전략과 플랫폼중심으로)

  • Lee, HoGeun;Lee, SeoYoung
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.177-188
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    • 2020
  • In the digital world, creative industries such as music, movies, and drama have been the most impacted by digital transformation. As these contents were converted to a digital format of 0s and 1s, the business model changed and so did the rules of competition in the market. Apple, Spotify, and Netflix were quick to ride the digital transformation wave to become market leaders in the creative industry. This study reviews case studies in the creative industry to grasp the important factors necessary for market restructuring using digital technology. It was found that companies that set visions, platform, and open innovation as business strategies were able to achieve critical mass and become market leaders. These three elements are commonly found in the contents industry. On the other hand, companies that did not embrace digital innovation have become victims of digital darwinism. By analysing the experience of digital product innovation through case studies in the creative industry, we can derive implications for digital transformation in the 4th industrial revolution.

A Study on Building a Virtual Reality System with Environmental Design (환경디자인에 적용될 가상현실(VR) 시스템의 구축 방법에 대한 연구)

  • Kim, Chi-Young
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.12-21
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    • 2004
  • Modem society is information oriented with countless people needing quick reliable information. They also wart to be freed from the limitations of reality such astime and space and experience the world of imagination as if it was reality. Design is creating something out of nothing which has an innate sense of virtual within it. Since it is a process of bringing an imagingnation or an image to life, it can be described as the realization of virtuality. there are many ways in which computer adapted methods were utilized for design up to now. With the advance of computers, the process of desinging became efficient, visually complex and much easier. Undoubtedly, computer is a powerful hardware an design and furthermore, find a way to maximize the presence and to actively incorporate this in designing. The virtual reality system can be widely applied to environmental design to provude a high quality design and enhance the feeling of reality through imitation experiments. Computer simulation such as virtual reality systems is expected to be used widely in environmental design.

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