• 제목/요약/키워드: virtual interior design

검색결과 124건 처리시간 0.027초

가상모델하우스의 유형에 따른 사용자 평가에 관한 연구 (A Study on the User's Evaluation for the Visual Types of Virtual Model House)

  • 하지민;박수빈
    • 한국실내디자인학회논문집
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    • 제20권5호
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

다니엘 리베스킨트 건축공간에 나타난 잠재적 선에 관한 연구 (A Study on the virtual line on Daniel Libeskind Architecture Space)

  • 이영선;윤상영;윤재은
    • 한국실내디자인학회논문집
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    • 제22권2호
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    • pp.89-99
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    • 2013
  • The comtemporary architecture has not an discourse on form and representative style, but a new architectural concept of the generative process through the various relationship of the urban context, the continuity of the time and the experience of the people. This architectureal concepts make new and various architectural attempts to have a virtuality. The viruality is a reality to coexist with the present in contemporary philosophy. Daniel libeskind makes various arhcitectural experimentative attempts to reveal his virtuality through his memory as the Jews and his unconscious virtuality. The 'line' has the connotation of architectural reality and virtuality. Every line drawn becomes architectural form for example, walls, windows and makes spaces, and reveal a boundary as a connection. Architecture's visibility understates and structures its invisible aspect, so that the visible and the invisible make the architecture together. Daniel libeskind maks the virtual lines having the invisible of unconsious, time, and place. He no longer divide the form of architecture, its spatiality from all the implications which it adresses beyond its own particular built time and place and public unconsious mind. He demands the 'virtual line' that remembers distress and the past and reveal the virtuality of time and place. The virtual line is the sentimental communication of architecture.

가상현실(VR) 시뮬레이션 전용관 공간설계에 관한 연구 (A Study on the Space Design of the Virtual Reality Simulation Exclusive Space)

  • 임종엽;유태관
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.115-121
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    • 2002
  • This study is based on the Virtual Reality Space what grow rapidly compared with other space type. We make a certain definite possibilities by the functional, material, scientific and conceptual space comparison approved with existing visual space about the function of sound and visual system & the application of the mechanical system. Symbol and Expression Media are showing characteristics more than a tool in Modern times being changed from materialistic world to immaterial one. Especially, Augmented Reality, which is the new technology showing human beings real world and virtual world simultaneously recently and being exceeded to existent many limits, is going ahead. Simulation space is the technology one which can be applied to various fields such as culture, industry and education etc., and it helps human beings to overcome their limitations. The gains from this study are the specified and detailed yardsticks and cases of Simulation(space) facilities classified as a specific space. Therefore, the space mainly consists of the parts on size, equipment, and material etc. judging from technical point of view. Architectural Space, especially, should be considered very importantly in the middle of the transition from image realization to experience. The comprehension on various contents together with mechanical facilities will be requested to the connection applied to physical space expression, and that is what we have to study continuously afterward.

실내공간의 시뮬레이션 구성과 뇌파측정에 의한 공간인지 분석 - 공공건물 내 경로인지를 중심으로 - (Perception Analysis with Composing of Simulation and Measuring of Human Brain Electroencephalogram in Interior Space - Focus on the Perceptionof Wayfinding in Public Interior Space -)

  • 김태환
    • 한국실내디자인학회논문집
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    • 제36호
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    • pp.128-135
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    • 2003
  • The purpose of this study was to analyze the perception of wayfinding in public interior space. According to this study, a virtual reality simulation test was conducted to examine the effect of wayfinding. Theoretical research was used to explain the psycho-physiological effect of visual perception and case study was carried out to evaluate the physiological response of the subjects. For the physiological evaluation, two simulations with sign and color sample were chosen and the EEG was Used. Data were collected from May 15th. to June 15th. The subjects were 20 students of architecture department and frequency, percentage, ANOVA, T-test, multiple comparisons were used for data analysis.

빛과 색이 심리적 반응에 미치는 영향에 관한 연구 - 주거공간 3D이미지의 실험적 적용을 중심으로 - (Effects Psychological Response Light & Color - Focusing on Experimental Application of 3D Image-)

  • 윤갑근;강경원;정사희
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.199-207
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    • 2005
  • We recognize analysing and quantifying an effect of light and colors on people' psychological response changing according to environmental conditions as important. Therefore, this study intends to improve efficiency in realizing emotional design that contributes to creation of helpful and pleasant interior using architecture that is able to refresh human emotion or light and colors which are important factors in interior design. For the purpose, this study analyses an effect of colors in interior space and the effect of interaction between light and color through modeling to identify types of psychological response. And it is to present a generalized conclusion through an analysis of meaning of the two effects. The ultimate goal of this study is to identify the value and possibility of actual design. This study measures response on questionnaire through representative vocabulary by abstracting based on evaluation image selected through the 1st and 2nd preparatory research and grouping similar words. In next step, images represented both by light and colors are presented as virtual space and for data input and analysis based on psychological response corresponding to each image, this study uses SPSS 11.0 statistical package program to analyse data collected. The space to be experimented is a livingroom, a center of residential area.

공내탄도학의 무차원해석 (Non-dimensional analysis fo interior ballistics)

  • 이흥주;정운학
    • 대한기계학회논문집
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    • 제1권3호
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    • pp.125-130
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    • 1977
  • This is a dimensionless analysis of interior ballistics for the design of gun tube. One of the characteristics of this analysis is to ues the .ETA.$_{j}$ number which means a relative quantity of virtual work to the kimetic energy of projectile at the muzzle. In order to apply the concept of virtual work, it is assumed that the projectile is moved from the beginning to the end of bore under constant pressure of the certain travel distance of projectile. The principle of the analysis is induced from the Le Duc equation, which expresses velocity as a function of projectile travel and is based on the translation of a hyperbolic curve. From this non-dimensional analysis, the optimum design parameters of pressure in the bore, velocity and acceleration of projectile can be obtained from the table of figure without computation. This method was verified by the experimental work.k.

지능형 아파트의 건축구성요소 디자인을 위한 시나리오 적용에 관한 연구 (Applying Scenarios for Designing Building Elements in the Smart Multi-family housing)

  • 김미연;최진원
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.73-80
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    • 2006
  • As ubiquitous technology(uT) is offered in the future space, human will find their life more convenient and prosperous, and the space efficiency will be improved with virtual displays within a limited space. In an living space with ubiquitous environments, all information of family members will be an essential source creating advanced future spaces both for users and for those maintaining the space. In recent studies of uT environment, development of scenario is mostly being carried out based on user and service. It is unsatisfactory, however, when it comes to the study of how these studies can be developed on the basis of architectural space. In this paper, we study about applying scenarios created through space analysis to suggest ways to predict the analysis of the relationship between digital devices/services and the building elements based on physical space with uT and to offer services smoothly to uT environment, intelligent devices and their users.

가상현실을 이용한 화재공간에서 길찾기와 랜드마크에 관한 연구 (A Study on Landmarks and Wayfinding in fire Emergency Spaces using Virtual Reality)

  • 정진우
    • 한국실내디자인학회논문집
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    • 제37호
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    • pp.119-128
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    • 2003
  • The goal of this study was to understand human behavior in reference to wayfinding during emergency situations. In an emergency situation, it is recommended that evacuees follow instructions about an available exit rather than finding their way on their own. Wayfinding studies suggest that landmarks affect entire route communication. Landmark analysis for this study Identified describability, e.g., name and simplicity of landmark features. A virtual reality (VR) simulation test was conducted to examine the effect of landmarks on wayfinding. The independent variables were landmarks, smoke. Results suggest that the describability of landmarks is a positive Influence to route communication. Findings from this study, however, Indicates that smoke condition did not significantly affect participants' wayfinding.

현대 상업 실내공간에서 나타나는 미디어아트 표현특성에 관한 연구 (A study on characteristics for of Media Art Appeared in interior of contemporary Commercial Space)

  • 이효선;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 추계학술발표대회 논문집
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    • pp.89-92
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    • 2007
  • Media art has been differentiated and evolved depending on the development of digital technology and the growing of pop culture. Finally experiential ways, which make much of communication with human beings, bring themselves into relief in media art, and these various ways broke lines between virtual reality and reality with the elevation of digital technology, and that has a direct effect on expressing actual space. For this reason, diversified expressions of media art can be an important guideline for studying how to express modern space. This research analyzes expressing features in media art establishing a link with modern industrial interior space and offers new future-oriented space.

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시뮬레이션 상영관의 실내설계 연구 (A Study on the Interior Design of the Simulation Theater)

  • 이호성
    • 한국실내디자인학회논문집
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    • 제14권6호
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.