• Title/Summary/Keyword: virtual interior design

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A Study on the influence of nature on digital architecture (자연적 요소가 디지털 건축에 미친 영향에 관한 연구)

  • Yoon, Jae-Eun;Kim, Joo-Hee
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.131-138
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    • 2006
  • Contemporary society is lately going through various changes in social, economic, and cultural aspects due to rapid growth of information and computer technology. The digital revolution generated from the development of network reflects the decentralizing characteristic that connects local and personal interconnections. The following paper is designed to develop a basic understanding of digital architecture and show that digital virtual reality is not accidental phenomenon but it is actually evolved from nature and recreated in cyber space. The relationship between nature and digital architecture will be explained through the background research of how digital architecture was born and how it has been transformed. Also, it is designed to find out modern trends of digital architecture through diagrams and virtual space of hyper architecture and follow up the new phenomena appearing in the field of architecture. It is said that digital architecture is a new trend of architecture created from computer bit but all architecture that has form and shape cannot be independent of nature. Nature is the root of everything and even mechanical abstraction such as 'digital' can find its form in the immanence melted in the pure essence of nature. The research found that the nature approach of digital architecture also needs no more than 5 sequential references to find its genuine sketch as the hypertext theory shows we need only 5 sequential references to prove we are all related. Additionally, the cyber space that is become a general living space and a indispensable factor of digital architecture is a space that has obscurity and more open culture. It represents the characteristics of contemporaries in various aspects of society.

Vehicle Interior Noise Analysis Using Frequency Response Function Based Substructural Method (주파수응답함수의 부분구조합성 법을 이용한 차 실내소음 예측)

  • 허덕재;박태원
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.11 no.4
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    • pp.5-12
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    • 2001
  • This paper presents the simulation methodology of the interior noise of vehicle using the frequency response function based hybrid modeling of the system which consists of multi-subsystem models obtained by the test or analysis. The complex systems such as a trimmed body of high modal density and a powertrain were modeled by using experimental data, and a sub-frame of a vehicle of low modal density was modeled by finite element data. Modeling of the whole system was executed and validated in the two stages. The first stave is combining the trimmed body and the sub-frame, and the second stage is attaching the powertrain, which is a exciting source, to the combined model of the first stage. The input force to the system was modeled as an equivalent force in the virtual space, which was obtained from impedance method using the FRFs of the powertrain and the responses. The interior noise predicted by the proposed method was very close to the direct measurement, which showed feasibility of the proposed modeling procedure. Since the methodology is easily applied to both the transfer path analysis of structure-borne noise and the analysis of noise contribution of a sub-system, it is expected to be a strong tool for design change of a vehicle in the earlier stare.

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A Study on the Urban Public Design which Introduced the Concept of Hypermedia (도시 공공디자인에서 하이퍼미디어에 관한 연구)

  • Yang, Jin-A;Lee, Young-Soo
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.231-238
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    • 2013
  • As the technical medium evolves, the method of accepting information is changing. The technical medium also appears in various ways through the combination with art. This study aims to conduct research on how hypermedia, appearing from this, will reveal itself in the urban public design in terms of its expression mode. First, this study looks at the characteristics for expression representation of hypermedia art through theoretical considerations on the hypermedia. Second, this study identifies how hypermedia art is introduced in the urban public design through art cases. Third, this study reveals the characteristics depending on the expression mode of hypermedia art shown in the urban public design based on the analyzed cases. As a result, first, hypermedia appeared in various image lighting expression modes that use 'light' in the urban public design and interacted with the public. Second, hypermedia reacted to 'motion' and was the expression mode of using bodies in the urban public design and using peripheral devices and external environment and characterized by having complex patterns of multi-layered structure through multi-media. It also applied sight, hearing, and touch partially or integratedly to attract synesthesia from the public and checked mutual interaction rapidly in an improvised way. Third, such a complex digital technology was the network expression mode beyond space and time by medium of urban public design and characterized by the new experience of virtual space expansion through the world wide network and the communication mode of participation. With such a role change of media and combination with art, hypermedia has been achieving varied extended representations. It is considered to change our monotonous urban environment, restore our relationship with the public, and open a new field of communication. Accordingly, the significance of this study can be identified through how it aimed to display the expression method of hypermedia which caused its extension in the field of urban public design as well as through the derivation of relevant characteristics.

Space Composition Characteristics Analysis of the Community-Centered Shared Office (공유오피스의 커뮤니티 중심 공간 구성 특성)

  • Lee, hye-su;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.27 no.1
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    • pp.3-11
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    • 2018
  • The number of shared offices has increased and changed within the flow of the era into various forms in recent days. Co-working spaces and related shared space businesses are growing fast, keeping pace with the trend recently. It is confirmed that the need of spaces grew 180% since 2015 to 2017. Most of the shared offices in Seoul are placed in Gangnam circle, it is verified that shared office is providing work, space, and community by visiting cases of foreign companies, domestic companies, local companies. Meanwhile, shared space can be categorized into serviced office, co-working space, virtual office, and daily office. It is to consider various target levels by leasing service or the difference of costs. It is divided into forms of dispersion, circulation, and concentration and is planned to increase the utilization of communities' traffic according to the allocation of shared office. The business is conducted network-centered. During the process of communication, members can get chances to exchange and build communities. They are making business ecosystem which they can coexist and grow together. Shared offices have a view of a solution to empty rooms and will last for a while, and it is expected that co-working system be settled as office space and giving people sense of belonging on their workspace.

Nursing Home Environment with Positive Distraction for Reduction of Chronic Pain and Healing (만성통증의 경감과 치유를 위한 노인요양시설의 긍정적 관심 전환 환경)

  • Chung, Miryum
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.206-216
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    • 2015
  • Majority of the seniors living in nursing homes suffer from persistent chronic pain, which may cause depression and compromised quality of life if untreated. The environment should support them to lift their focus from current pain and worries to the positive feelings and the delight of life. The purpose of this research is to classify the healing environment elements for positive distraction, and analyze 6 international cases to see the current situation. The elements were categorized as follows, based on literature review from both healing spaces and elderly care field: spatial elements(view, natural elements, artificial elements, exercise space, garden), psychological elements(grooming area, space for privacy, meal/drink area, elements for recollection, religious space), social elements(common living area, activity/hoppy room, family/visitor area, information area, local community program space). Analysis on 6 facilities showed that each elements were reflected to designed relatively well. New inventions from workers who think distraction is important were also introduced. Healing environment for positive distraction requires delicate touch, derived from understanding characteristics and situation of the residing elderly individuals. Technology update is also significant, from audio books to virtual reality devices, since cultural life of nursing home is far behind from what the others enjoy now.

A Study on the Scenographic and Perspective Space in the Palladio's Architecture (팔라디오 건축의 씨노그래피적 공간과 투시도적 공간에 관한 연구)

  • Jeon, Young-Hoon
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.3-12
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    • 2006
  • The renaissance architects had considered perspective system as accurate tool for the visual representation, but Palladio did not agree with this belief and demonstrated that it is a system based on optical illusionism. On the base of this faith, he created another optical illusion system can be called 'scenographic space'. But the remainder of his works reveals many perspective installations mobilized as well as it. In this context, this study aimed to analyze the meaning and usage of these two space composition systems in the Palladio's architecture. For the purpose of it, a preliminary study examine the background of his idea and make a comparative analysis between the two systems, and then finally analyze the concrete works in compliance with the building types. And then, this study comes to the following conclusion. The scenographic space create the cognition of discontinuity which was produced by the perceptual mask perpendicular to the subject's eye. In opposition to it, the perspective techniques join the space between the subject and his outer world. In result, the viewer lost or attach his attention on the connection between the real and the virtual, the secular and the divine, and the inside and the outside. Palladio applied these two illusion systems to all types of his architecture. By means of it, he could achieve the desire of his patrons and reconstruct the classical architecture of the late renaissance age.

A Study of the Characteristics of the Space Realization based on Becoming thought in Contemporary Japanese Architecture - Focused on the Projects of SANAA, Ito Toyo, Sou Fujimoto - (일본 현대건축의 생성적 공간구현 특성 - SANAA, Ito Toyo, Sou Fujimoto의 사례를 중심으로 -)

  • Jeon, Hae-Ju;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.72-82
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    • 2014
  • The Contemporary paradigm to understand the complexity and diversity is moving to 'Becoming' that taken place in reviewing at the relation of various concepts. In Japan, After the collapse of modern architecture has been declared 'Metabolism' was appeared. They tried to apply organism's metabolic system to buildings based on ecological thoughts. But Metaboilsm's projects had revealed limitations of representation that the city on the mechanical system became a huge scale. As a result, It caused a break the cultural context of the region in Japan. After then, Japanese Architects expressed a pluralistic aspects of modern society for the restoration of disconnected cultural context. From this perspective, The thought of 'becoming' is a new role for Contemporary Japanese Architect. This research is focused of projects of SANAA, Ito Toyo, Sou Fujimoto, because they have spatial thought about realizing the space through the ways organizing the various potential possibilities in the simple external form not stimulated. They are realize the 'becoming-space' within the architecture. This 'becoming-space' gives people in building the new characteristics and experience that potential interactions among user, architecture and nature. It is non-representational space not fixed, but changing organically and variably.

A Study on Organistic Line Extension on Digital Space - Focus on NOX digital space - (디지털 공간에 나타난 선의 유기체적 확장성에 관한 연구 - NOX 디지털 공간을 중심으로 -)

  • Yu, Mi-Yeon;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.148-155
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    • 2008
  • The following research focuses on the formation method of digital space by organistic line extension among various digital formation methods. The paper reflects on the meaning and concept of today's digitalism which enables the application of complex organistic system on space through advanced technology. It also explores the concept of a line in topology which differs in assumptive meaning from traditional Euclidian geometry. The findings of the research are that first, digital space is not optimized, but is a tentative formation in process. A digital space encompasses characteristics such as infinity, possibility, potential, asymmetry, and the force of virtuality such characteristics are expressed through a moving surface constantly changing with direction. Second, a digital space formed by line extension is inseparable and durable since no measurement or dimension is predetermined. Furthermore, its sense of direction and flexibility gives it a feeling of a living organism. Third, a Euclidian methodology called 'NURBS' is being developed to express such a dynamic digital space; this is reflected through three elements, control point, weights, and knots to effectively reflect the characteristics of virtuality. The opportunities of digital space are infinite, and the possibilities of formation methods likewise vast.

LEGO House Multi Interaction Space Collaboration (레고하우스 : 멀티 인터렉션 공간에서의 협업)

  • Irawati, Sylvia;Ahn, Sang-Chul;Ahn, Jong-Gil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.481-486
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    • 2008
  • Recent advanced interlace technologies allow the user to interact with different spaces such as Virtual Reality (VR), Augmented Reality (AR) and Ubiquitous Computing (UC) spaces. Here, we present a LEGO House application, a collaborative application which involves multi interaction spaces -VR, AR and UC spaces. The LEGO House application is built based on the VARU framework which is designed for enabling the prototyping of a tangible space application. The application is about an interior design. One user is located in the combined AR and UC space and interacts with the AR LEGO house and the physical smart devices. The other users interact with the virtual LEGO house but they share the same environment, the LEGO house. Therefore, they can collaborate together as they are co-located.

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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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