• 제목/요약/키워드: spatial experience

검색결과 483건 처리시간 0.016초

건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 - (Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform -)

  • 장선영;김성준;김성아
    • 대한건축학회논문집:계획계
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    • 제35권4호
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

정서적 공간체험의 현상으로서 공간적 분위기의 의미와 공간 디자인 구현 방법 - O. F. Bollnow의 공간론과 Peter Zumthor의 공간디자인을 중심으로 - (The Meaning of Spatial Atmosphere as an Emotional Space Experience Phenomenon and Spatial Design Implementation Methods - Focused on The O.F. Bollnow's Space Theory and The Spatial Design of Peter Zumthor -)

  • 김윤정;박찬일
    • 한국실내디자인학회논문집
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    • 제24권2호
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    • pp.88-99
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    • 2015
  • As architecture is designed for humans to live in based on practicality, what one experiences within such spaces is important. Such experiences are not felt only by appreciating the structure's appearance, but involve physical presence inside the space and the deepening of the individuals relationship with the space through the body's sensory perception. However, in modern times there is a much greater tendency to rely on superficial experiences by way of images or tastes rather than more meaningful human participation, while the standardization of the object universe is gradually erasing the uniqueness of experience. In light of this, the restoration of emotional and sensory spatial experiences through the design of sensory spaces can be regarded as an important task in modern spatial design. This study contemplated the meaning of emotional spatial experiences through a phenomenological understanding of such experiences, and analyzed the meaning and main factors in the creation of spatial atmosphere as a phenomenon of spatial experience. In addition, we highlighted the fact that spatial atmosphere can be applied as space design methodology by devising methods of expression through an analysis of actual examples. O.F. Bollnow's space theory and the spatial design of Peter Zumthor were the subjects of this analysis. The spatial atmosphere analyzed using Bullnow's theory is a phenomenon in which both the human and space are connected and the ensuing spatial experience embodies the emotions of both. This spatial atmosphere can be understood as a condition in which the human and space are fused together. Furthermore, coincidental/accidental meeting, mediums using potential objects, reorganization of the center due to autonomous boundaries, as well as the three temporalities were identified as the main factors in the creation of spatial atmosphere. Based on this analysis, through the identification of methods of expression for spatial atmosphere in Zumthor's spaces.

효율적인 건축디자인을 위한 가상현실을 활용한 공간경험연구 (Human Experience Using Virtual Reality for an Optimal Architectural Design)

  • 전수경;차승현
    • 한국BIM학회 논문집
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    • 제14권1호
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    • pp.1-10
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    • 2024
  • Virtual reality is one of the key emerging technologies of the 21th century and it has been used in a variety of ways in the fields of architectural research. Virtual reality is presented as an ideal alternative for studying the interaction between space and humans because it provides a realistic spacial experience while allowing experimenters to control environmental variables at a low cost easily. It allowed us to deepen our knowledge of human spatial experience in the built environment. However, existing reviews do not include the following points: 1) previous review research has been focused on using virtual reality technology in construction and engineering, not spatial experience, 2) recently, some review researches started to study the interaction between space and humans in the built environment, however, they do not suggest specific concepts of spatial experience. The present review aims to examine the existing literature about measuring spatial experience using virtual reality in architectural design. The study conducted a systematic qualitative review that analyzes and synthesizes the evolving literature regarding design elements, methodology, and usability. The study concludes with an overall discussion and their potential for providing further directions for future research.

공간체험을 통한 긴장.이완의 현상 (Tense and relax Pheomenon of spatial Experience)

  • 김정애
    • 한국실내디자인학회논문집
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    • 제16호
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    • pp.106-115
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    • 1998
  • Latest modernism shows general idea of phenomenal space through nature of place motility and experience sinceded from standard form and it has general idea of space. therefore this study presents the tension and the relaxation as a method looking for spatal change and value that in spatial experience. For the analysis of work the Conference Pavillon of Tadoa Ando in the furniture company in Vitra Fire Station of Zaha Hidid is analyzed in spatial experence. As the result the result the systematic straight mixture that has a superrimotion with long retangle which the space acts independently and is shown in the drawing of absolutism is formed and collapses theregularity of construction form by decomposition annexation mixing collision and ambivalence. The spatial experiance in this unstable form changes the grade of rank of space by opposite phenomenon by the change of spatial flowing the disorted and vague space that is occurred by superrimotion which has no direction and change of lirht and place and consolidates dynamic strain makes possible to construct against the gravity. And it also creates experienced space thatis reaxed with maintenance of organization of unity harmony, and stsbility.

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체감형 미디어 서비스를 위한 공간음향 기술 동향 (Spatial Audio Technologies for Immersive Media Services)

  • 이용주;유재현;장대영;이미숙;이태진
    • 전자통신동향분석
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    • 제34권3호
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    • pp.13-22
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    • 2019
  • Although virtual reality technology may not be deemed as having a satisfactory quality for all users, it tends to incite interest because of the expectation that the technology can allow one to experience something that they may never experience in real life. The most important aspect of this indirect experience is the provision of immersive 3D audio and video, which interacts naturally with every action of the user. The immersive audio faithfully reproduces an acoustic scene in a space corresponding to the position and movement of the listener, and this technology is also called spatial audio. In this paper, we briefly introduce the trend of spatial audio technology in view of acquisition, analysis, reproduction, and the concept of MPEG-I audio standard technology, which is being promoted for spatial audio services.

국내 저가 화장품 브랜드에 대한 감성적 경험이 브랜드 관계에 미치는 영향 (The Effect of Emotional Experience with Korea's Low-Price Cosmetic Brands on Brand Relationship)

  • 김성은;정명선
    • 복식문화연구
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    • 제19권3호
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    • pp.565-578
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    • 2011
  • The purpose of this study was to examine the emotional experience dimension on the brand of the low price cosmetics and to empirically investigate the effect of emotional experience on the relationship between customers and brand. Data were collected for 10 days starting on March $2^{nd}$ 2009. Questionnaires were distributed to 517 female college students who experienced to purchase the products of the low price cosmetic brand and answers were collected. The results of analysis on collected data showed that the emotional experience was classified into sense, spatial environmental emotion, sales promotion emotion, salesperson emotion and visual/verbal identity, and emotional experience on low price cosmetic brand had a positive effect on the relationship between customer and brand. Specifically, it was showed that emotional experience on low price cosmetic brand significantly affected the customer satisfaction, brand trust and brand attachment. In terms of effect of emotional experience on customer satisfaction, the orders in the degree of influence were following: the sense, spatial environmental emotion, sale promotion emotion and salesperson emotions. In terms of effect of emotional experience on brand trust, the orders in the degree of influence were following: the sense, salesperson emotions, sale promotion emotion and spatial environmental emotion. In terms of effect of emotional experience on brand attachment, the orders in the degree of influence were following: the sense, spatial environmental emotion, salesperson emotions, visual/verbal identity and sale promotion emotion.

스티븐 홀의 뮤지엄 건축에 나타나는 공간체험의 현상적 표현 방법 및 특성에 관한 연구 (A Study on the Phenomenal Expression Methods and the Characteristics of Spatial Experience In the Steven Holl's Museum Architecture)

  • 장현주;박찬일
    • 한국실내디자인학회논문집
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    • 제25권2호
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    • pp.151-162
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    • 2016
  • The purpose of this study is to approach to the phenomenological point of view to explore a design method for providing a variety of spatial experience of the viewer according to the functional changes of the modern museum architecture. For that, this study intends to analysis and consider the Steven Holl's Museum applied to the phenomenological perception for architectural design. The method of this study is summarized as follows: 1) Consider the spatial role and function of the Museum Architecture in the phenomenological approach 2) Study on the phenomenological architectural concepts and expressional method of Steven Holl 3) Finally, propose the utilization for the experiential space that is required to implement the contemporary museum architecture. The results of this study are as follows: 1) Steven Holl's phenomenological architectural concept is the basis of the perception and awareness and has connotations of temporality and it is figured out by the approach to the environment, sense and motion. 2) Steven Holl implement the architecture as a place of experience by connecting between the place and the environment through the development of a variety of scenes and situations and planning the phenomenon of multisensory space. 3) The spatial experience appeared in Steven Holl's museum architecture is implemented through the diversity of the scene, the persistence of the situation, the autonomy of light and color, transparency of the haptic and the potential of the material and geometry.

페터 춤토르 작품에 나타난 존재론적 공간개념에 관한 연구 (A Study on Ontological Spatial Concept shown at Works of Peter Zumthor)

  • 이옥재;김문덕
    • 한국실내디자인학회논문집
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    • 제24권2호
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    • pp.117-124
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    • 2015
  • With the modern society approaching, a lot of new paradigms have been created which can be explained by the existing space notions while suspicions on the true essence and existence of space have been raised. Ontology regards as the beginning the cause for a 'Field' which will be faced for the research of the essence of a space where 'being-in-the-world' exists. This study has analyzed the existing method of space construction in the spatial thinking and works of Peter Zumthor who mentioning ontological viewpoint as the physiological background of his works so that the ontological spatial concept may be clarified. The following is the study results. First, in order to construct the structures of his own designing into a 'Field' for experiencing the existential meaning, Zumthor chose a reductive pattern with the entire additional elements removed. The materials leading the subjects to call attention to memory and experience and the methods dealing with it enables the realization of various spatial essences. Second, the ontological event-system is required for the formation of relationship among beings. He tried to create a spatial meaning by introducing external environment into the inside and using the materials reflecting regional features and phenomenological empiricism through the multisensory experience. Third, he applied assimilation/insert/adjustment/formative change as the way of constructing the relationship between site and structure.

Spatial experience based route finding using ontologies

  • Barzegar, Maryam;Sadeghi-Niaraki, Abolghasem;Shakeri, Maryam
    • ETRI Journal
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    • 제42권2호
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    • pp.247-257
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    • 2020
  • Spatial experiences in route finding, such as the ability of finding low-traffic routes, exert a significant influence on travel time in big cities; therefore, the spatial experiences of seasoned individuals such as taxi drivers in route finding can be useful for improving route-finding algorithms and preventing using routes having considerable traffic. In this regard, a spatial experience-based route-finding algorithm is introduced through ontology in this paper. To this end, different methods of modeling experiences are investigated. Then, a modeling method is chosen for modeling the experiences of drivers for route finding depending on the advantages of ontology, and an ontology based on the taxi drivers' experiences is proposed. This ontology is employed to create an ontology-based route-finding algorithm. The results are compared with those of Google maps in terms of route length and travel time at peak traffic time. According to the results, although the route lengths of route-finding method based on the ontology of drivers' experiences in three cases (from nine cases) are greater than that based on Google maps, the travel times are shorter in most cases, and in some routes, the difference in travel time reaches only 10 minutes.

메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 - (Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' -)

  • 이예진;정광태
    • 실천공학교육논문지
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    • 제14권2호
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    • pp.367-376
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    • 2022
  • 본 연구에서는 학습자 관점에서 메타버스 플랫폼인 '스페이셜'을 중심으로 수업 도구로서의 사용자 경험을 분석하였다. 대학 수업에서의 메타버스 플랫폼 스페이셜의 사용성 평가를 위하여 SUS를 활용하였고, 스페이셜을 활용한 수업에 대한 몰입감과 만족도를 평가하기 위하여 Magnitude Estimation 방법을 활용하였다. 그리고 수업 도구로서의 스페이셜 사용에 관한 사용자 경험 의견을 수집하기 위하여 설문기법을 활용하였다. 스페이셜 시스템에 대한 사용성 평가 결과를 보면 수강생들은 스페이셜의 사용성, 몰입감, 만족도에 대해 꽤 긍정적으로 평가하였다. 그리고 메타버스 플랫폼 스페이셜의 사용자 경험 내용을 보면, 수강생들은 메타버스가 비대면 공간 속에서도 많은 사람들의 모여 소통할 수 있는 장을 제공할 수 있는 교육 도구로서 그 효용가치를 높게 평가하는 것을 알 수 있었다. 메타버스는 다른 온라인 플랫폼에 비하여 사용편의성, 상호작용, 몰입감, 흥미유발을 장점으로 들 수 있다. 특히 키보드와 터치방식, 그리고 디스플레이 외에 음성, 동작, 시선 등 오감을 활용한 상호작용이 가능하다는 것이 큰 장점으로 인식되었다. 반면 메타버스의 높은 개방성과 자유도, 그리고 흥미요소는 학습을 촉진하는 동시에 저해 요인이 될 수 있음을 알 수 있었다. 그럼에도 불구하고 결론적으로 메타버스 플랫폼 '스페이셜'은 온라인 강의실 생성과 다양한 학습 기능들을 제공하고 있고, 교수자와 학습자 또는 학습자와 학습자 간의 다양한 상호작용이 가능하기 때문에 대학 수업에서 효과적으로 적용할 수 있을 것으로 판단된다.