• Title/Summary/Keyword: virtual interior design

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A Study on the Analysis of the Characteristics of the Real-time Behavior Space Design - Focused on the Works of onl and NOX - (물리구축환경의 지능적 부활로서의 실시간 행태 공간의 특성 분석 - onl과 NOX의 작품을 중심으로 -)

  • Lee Hanna;Park Hyun-Ok
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.19-26
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    • 2005
  • Digital technology continually makes a space evolves. The real-time behavior design communicates the data with the situation of circumference of the space(visitors moving, interior and exterior situations). The space form was changed because it interfaces in real time. The purpose of this study was finding out the characteristics of real-time behavior space design through the analysis of space formative languages, sensorium, S-R and material. This study will be the one of basic references for the digital space design. The boundary of this study set limits to the works of digital space designer who applies the real-time exchanging data to their design among the digital space design works from 1996 to 2004. But it excepted from the real-time behavior space in virtual realty. Therefore, the objects of this study were the works of onl and NOX(paraSITE, Trans-port 2001, Muscle, MotormeCCa, Handdrawspace, Saltwater Pavilion, Son-O-House, H2O Expo). The method was the contents analysis of space formative languages(Greg Lynn's ten space formative languages; bleb, blob, branch, flower, fold, lattice, teeth, shred, skins and strand), sensorium, S-R and material. The results of the study are as follows: 1) The organizational elements; Space formative languages(bleb, blob, fold, shred, skins, strand), stimulation(Human Participation, Human Moving, Weather Conditions), and response(Spatial Moving, Sound Pattern, Lighting Pattern, color Pattern, Activating Particles, Moving Picture, Virtual Friend) 2) The material Use; Sound, lights, and network have been used in the space. Immaterial matter will be used the main material of space design in 21"'century, 3)The spatial types; formal changing of space, projecting immaterial elements, and changing the sound.

A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

A Study on the Influence of Digital Space on 'Becoming' Real Space (디지털공간의 현실공간의 '생성(becoming)'에 미치는 영향에 관한 연구)

  • Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.16 no.5
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    • pp.126-133
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    • 2007
  • This study is intended to set the concept of becoming meaning of digital space through digital technology and to study the influence of digital space on becoming of real space through derived keyword. The results of this study are summarized as follows. First, the digital concept is created in the process that the virtual space is changed into the real space with a priority given to form, space and time. Digital expression concept and image concept the structural becoming, and idea concept and creative concept creates the time becoming. Second, the concept of digital becoming exposes a physical visibility through the digital's virtual image, and non-space spatiality through the space simulation. It also continuously reveals a consecutive time and non-consecutive time through a statable progress, incremental progress, and dynamic progress. Third, as the influence of digital on becoming of real space, the digital visibly not only expresses the new and difficult becoming problem through conceptual virtuality, but also can review the real space's space concept with virtuality in the digital non-area. Digital's durability expresses the new space's existence by physically combining with the existing space through the virtual form creation.

Virtual Navigation of Blood Vessels using 3D Curve-Skeletons (3차원 골격곡선을 이용한 가상혈관 탐색 방안)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.22 no.1
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    • pp.89-99
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    • 2017
  • In order to make a virtual endoscopy system effective for exploring the interior of the 3D model of a human organ, it is necessary to generate an accurate navigation path located inside the 3D model and to obtain consistent camera position and pose estimation along the path. In this paper, we propose an approach to virtual navigation of blood vessels, which makes proper use of orthogonal contours and skeleton curves. The approach generates the orthogonal contours and the skeleton curves from the 3D mesh model and its voxel model, all of which represent the blood vessels. For a navigation zone specified by two nodes on the skeleton curves, it computes the shortest path between the two nodes, estimates the positions and poses of a virtual camera at the nodes in the navigation zone, and interpolates the positions and poses to make the camera move smoothly along the path. In addition to keyboard and mouse input, intuitive hand gestures determined by the Leap Motion SDK are used as user interface for virtual navigation of the blood vessels. The proposed approach provides easy and accurate means for the user to examine the interior of 3D blood vessels without any collisions between the camera and their surface. With a simple user study, we present illustrative examples of applying the approach to 3D mesh models of various blood vessels in order to show its quality and usefulness.

Immersive Virtual Custom-made Model House (몰입감 있는 맞춤형 가상 모델하우스)

  • Hwang, Sun-Uk;Kim, Yeong-Mi;Seo, Yong-Won;Ko, Kwang-Hee;Ryu, Je-Ha;Lee, Kwan-Heng;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.8-17
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    • 2008
  • Putting a high value on individual preferences is a modern trend that more and more companies are considering for their product design and development and the apartment design is not an exception. Most apartments today are built using similar design with no room for customization. People in general want their tastes to be reflected in the design of their apartment. However, delivering what customers like to the construction company may not be an easy task in practice. For this reason, an intuitive and effective medium between the company and customers for effective communication is needed to ameliorate such a difficulty and in response to this necessity, we developed a test platform for the virtual model house which provides a user with the customization of the apartment using haptic interactions. In our virtual environment, a user can explore an apartment and change the interior based on their taste and feel through intuitive haptic interactions.

Robust Design of vehicle Intoner Noise using Taguchi method and Substructure Synthesis Method (다구찌법과 부분구조합성법을 이용한 차실소음 강건설계)

  • Kim, Hyo-Sig;Tanneguy, DE-KERDREL;Kim, Hee-Jin;Cho, Hyo-Jin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11b
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    • pp.134-139
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    • 2005
  • This paper presents a robust design of vehicle interior noise using Taguchi method and a substructure synthesis method with a hybrid model. Firstly, the proposed method identifies the critical process of the concerned interior noise through a TPA (Transfer Path Analysis). Secondly, a strategy for a robust design is discussed, in which the major noise factor among uncertainties in the process is quality distribution of rubber bushes connecting a cradle and a trimmed body. Thirdly, a virtual test model fer the process is developed by applying a substructure synthesis method with a hybrid modeling approach. Fourthly, virtual tests are carried out according to the predefined tables of orthogonal array in Taguchi robust design process. The process was performed under 2 sub-steps. The first step is sensitivity analysis of 31 panels, and the other step is weight optimization of mass dampers on sensitive panels. Finally, two vehicles with the proposed countermeasures were validated. The proposed method reduces 87.5% of trials of measurements due to the orthogonal arrays and increases robustness by 8.6dB of S/N ratio and decreases $5\;dB(A){\sim}10\;dB(A)$ of interior noise in the concerned range of RPM.

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A Study on optimal Digital design Process of spatial Form Modeling (공간 모델링에 있어서 디지털 디자인 프로세스의 최적화 방안 연구)

  • Ahn, Youn;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.54-57
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    • 2006
  • The digital modeling process is visualization of designer's specific intension in digital virtual space by constructing computer and information system that fits the designer's intension and morphological characteristic of the space that to be modeled. Digital Modeling Process has been brought to attention for it's design efficiency and potentialities as new creative tool. The effect of DMP, in spacial design process has been grown from simply providing a ways to visualize designer's idea toward utilizing modeling data for real construction which includes architectural and constructional material. The purpose of this study is to find optimal methodological answers to spatial design process that is improved and specialized due to rapid improvement of digital media.

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A Study of Exhibition Method for Spatial Experience in the Cyber - Architecture with Virtual Reality (가상건축(假想建築)의 공간체험(空間體驗)을 위한 전시방안(展示方案) 연구 - 국민대학교 제11회 건축전의 사례를 중심으로 -)

  • Hwang, Sun-Hwie;Lee, Jong-Ruyl
    • Journal of The Korean Digital Architecture Interior Association
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    • v.4 no.2
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    • pp.1-6
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    • 2004
  • There are many spreading effects that never experienced before due to digital progress of the present age. Digital progress produce innovative changes now in cultural environment, architectural process, exhibition techniques, called the age of digital technology. The functional relation between 'Digital' and' Architecture' must not to be overlooked in field of cyber architecture, further more, space design, so that requests some necessary to build new paradigm for digital presentation and spatial experience.

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A Study of Video Reflection of a Construction Model with Digital Media (디지털 미디어를 활용한 건축모델의 영상화에 관한 연구)

  • Kang, Dong-Kyu;Lee, Chul-Jae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.179-183
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    • 2008
  • A variety of design processes from 2D graphic to 3D models are meeting improved consumers' confidence of modern clients. However, the current design methods are limited to meet consumers' needs and express a design concept what a designer wants to show. Therefore the study here tries a test of hybrid space simulation combined with previous models and digital media technology, which can be used for multiple contents. The study can contribute to suggesting virtual space simulation that can help clients' spatial understanding in this media era and deliver emotional language of designers as well by utilizing the strong point of multi-sensible media.

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A Study on characteristics of method for New-media Art appeared in Interior of contemporary commercial space (현대 상업공간에 있어 뉴미디어 아트 표현 방법에 관한 연구)

  • Choi, Ji-Eun;Yoon, Jea-Eun;Yoon, Sang-Young
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.67-74
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    • 2010
  • Today, the world is facing overflowing digital technology, floating digital contents in the air, and various perspectives on the contents, and these are called new media waves. The waves show diverse features applied in arts and interior designs. In the new media world, a process that shows what artists and designers are dreaming of, planning, and presenting is becoming important., Therefore, a purpose of this research is to understand and refine the concept of new media world, and is to study on presentations of new media art in commercial spaces. Up to present times, New media art is a metaphor in the air, which connects digital art and design. Like the modifier "NEW" contains meaning of frequent changing, new media art has various characteristics in the commercial areas. First, new media art shows lighter and various space-designs with numerous lights and colors through the evolution of interface between substances and non-substances. Second, new media art has liquidity of spaces that come with diverse communication and change though infinite possibilities of digital technology. Finally, new media arts has amusement itself based on virtual images through interactive reality extension from human experience.