• Title/Summary/Keyword: virtual interior design

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Interior design of Game Development Studio Office (게임개발업체 오피스계획)

  • Kim, Hye-Ja
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.39-41
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    • 2008
  • It is generally acknowledged that with the advent of digital technology we are faced with the revolutionary era in which everyone can enjoy the virtual reality with the simple motion of his or her fingertips. Specifically, this new trend enables domestic game industries to make a big takeoff in their size and capital accumulation. Considering this phenomenon, this project is designed to suggest an ideal space equipment or placement required to various forms of game industries.

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A Study on the meaning-change of the contemporary dwelling - The Focus on the analysis of 'The Matrix' and 'Enter the Matrix' - (현대 거주개념의 의미변화에 관한 연구 - 영화 <매트릭스>와 게임<엔터 더 매트릭스>의 분석을 중심으로 -)

  • 안은희;이정욱
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.60-67
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    • 2003
  • The perceptual change and reproduction process of a space is distinguished from the difference between the Modem Times and the digitalized Post-modem Times. According to this changing aspect, the dwelling. concept is also progressed toward the escapeness from the regularly standardized settlement. But, as written above, the escapable dwelling behavior pattern is re-territorizated through new restriction and domination system. Among the newly re-territorized dwelling areas, the virtual space that included human being's equal in the contemporary meaning has already been on the surface in our daily life, it has been enlarging into all kinds of activity. The virtual space has the possibility to extend beyond a already well-used to physical space and time unlimitedly. But, owing to the ambiguous boundary between the real space and the virtual space, it is getting more important to define the spatial substance in the Digital Age. From now on, especially, the academical fields like a Architecture and a Interior Design that dealed with a living space have to give it a great shot. What I really want to say is that various approach about the space itself with the help of many sorts of so-called a Case Study could be a diversity & uniqueness out of a typical point of view about the study handling on space and time.

A Study on Spacial Characteristic features in Digital Game (디지털 게임의 공간 표현 특성에 관한 연구)

  • 황용섭;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

A Study on the Expression of Movement in Architectural Design in the Second Machine Age (제2기계시대 건축디자인에서의 운동의 표현에 관한 연구)

  • Kim, Won-Gaff
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.101-110
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    • 2006
  • Many architects in the second machine age experiment on the movement in architectural design. They consider a movement as a flow of information and vector as well as the real motion. They express the movement in architectural design as nomad architecture, network city, rhizome, mutual transformation among building, environment and visitors, and form generation as the actualization of the virtual. It is partly the result of the philosophy of Deleuze and Bergson that a movement is just a duration as a difference of quality. It is because Deleuze explains that the realization of the virtual as a becoming is also the kind of movement. This study analyzes the method of expression of movement in architectural design in the second machine age. As a result, the movement in architectural design in the second machine age was expressed in two ways. One method is a territorialized movement that moves in the fixed trajectory and the other is a deterritorialized movement that moves in the random indeterminate trajectory.

A Study on the Method of Creative Space Composition in Interior Design - Focused on the Office Space (실내디자인의 창의적 공간구성 방법에 관한 연구 - 사무공간을 중심으로 -)

  • 한영호
    • Korean Institute of Interior Design Journal
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    • no.30
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    • pp.42-50
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    • 2002
  • This research deals with a new concept regarding creative enlargement in order for useful space composition. Architecture, through interior design case analysis has given birth to a new concept and inspiration altering interior designer's perspectives on the future environment. Focusing exclusively on those offices that express in design terms a commitment to such concepts as team-Working, just-in-time Working, virtual and mobile working and those using the newest technological tools and the latest space-planning concepts available. Emphasis is placed on how an office environment can be designed to encourage group working, the sharing of knowledge, a spirit of community within larger organizations, and non-territorial working-employees that work where and how they want supported by cordless technologies.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

A Study on the Digital Architectural Form expressed on the Movement, Force and Time - focused on the works based on the Deleuze.Guattari's idea of 'Simulacre' - (힘과 움직임 그리고 시간을 표현하는 디지털건축형태에 관한 연구 - 들뢰즈.가타리의 시뮬라크르 사유를 표출하는 사례를 중심으로 -)

  • Kang, Hoon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.5-12
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    • 2008
  • Since the past, an attempt of figuration which is for movement, time and force has existed constantly. A process of representative from expressed on the movement, time and force creates events, and the process through the events expresses the idea of a simulacre. Furthermore, Architectural works for potentiality to give a demonstration are in common with hybrid characteristics, and have lasting creation of flux architecture. Ignoring the gravity of the floating figuration, so it appears unrealistic hyperphysical virtual space that easily could make the life of creation. For this reason, the form generation based on the digital design method is expressed the important method. In conclusion, actualizing the virtual is the suitable way for 'devenir architecture' based upon the Deleuze Guattari's idea of 'simulacre' and creating the from generation on the contemporary digital architecture design in a similar way.

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The study on the characteristics of space and the design method in the office by Gaetano Pesce (가에타노 페쉐 사무공간의 특성과 디자인 방법에 관한 연구)

  • Park, So-La
    • Korean Institute of Interior Design Journal
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    • no.34
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    • pp.37-44
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    • 2002
  • In the latter half of the 20th century, the rapid change into the information society changes the concept of workplace. Especially the new types of office space are appearing to accept interaction and flexibility, which are the representative features of the information society. Therefore, this study is to suggest the appropriate office environment in the information society shifting from the territorial to the virtual, after analyzing the characteristics of space and design method for the Chiat/Day advertising agency in New York (1995) that was designed by Gaetano Pesce. As a result, in terms of the constitution and the arrangement of space, the non-territorial and the virtual features appear, and in terms of the analysis of design elements, in which various semantic connotations are used, horizontal, pluralistic, and fluid features appear. This kind of analysis would be helpful in finding new alternatives for the rapidly changing office environment.

A Study of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought (들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구)

  • Kang, Hoon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.1
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    • pp.61-69
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    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

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The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication (건축·인테리어 디자인과정의 커뮤니케이션을 위한 온라인 다중 사용자 가상환경 활용 사례 연구)

  • Hong, Seung-Wan;Yoo, Chang-Geun
    • Journal of the Korean housing association
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    • v.25 no.1
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    • pp.41-50
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    • 2014
  • Architectural & Interior design communication is a process of exchanging information between architects and other professionals, clients, and prospectus users, and a design medium is a means of communication. Using non-immersive, conventional media, it is challenging for architects communicate physical details and users' activities in not yet built three-dimensional buildings to others. Recent advances online, Multi-User Virtual Environments (MUVEs) allow architects and other professionals to experience a virtually constructed building together using anthropomorphic avatars. In addition, MUVEs also enable them to be aware of the presence and activity of each other. Previous studies suggest that the aforementioned characteristics of MUVEs may facilitate communication between architects and others. But these are focused on communication in controlled experimental conditions. This paper discusses the ways in which MUVEs are applied for authentic and long-term collaboration, design studio, and cultural heritage reconstruction projects, produced by digital design group at the UC Berkeley and the Technion-Israel Institute of Technology, and analyzes the influences of MUVEs on those projects. MUVEs helped more precise communication between architects, electronic engineers, and medical staffs, who are collaborating for developing pioneering technology for hospitals. In design studios, MUVEs allowed students to experience other students' design outputs, and thus helped them share ideas mutually. In addition, in cultural heritage reconstruction projects, MUVEs were used for communicating with historians and residents in order to collect evidence. Based on this study, we propose that MUVEs have strong potential for enhancing the communication between architects and other professionals.