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조인오(Cho In-O),공은미(Kong Eun-Mi),김영욱(Kim Young-Ook) 대한국토·도시계획학회 2010 國土計劃 Vol.45 No.3
This study aims to identify factors influencing people's recognition of space in virtual space of on-line games. Game users access a game and share its space to enjoy various contents. It can be said that virtual environment in games is different from the ones realized in other existing studies in that game users are exposed to virtual space for a relatively long period. Users can move by watching key maps. Through this study, we will learn to predict how users of virtual space act in that space when we are designing a virtual space, and also to understand which factors of space recognition influence users in their space recognition of virtual space. In addition, we will be able to learn what kind of influence key maps have on people's behaviors. The regression analysis results of the syntactic properties and the traffic volume show that global integration had the highest correlation, followed by depth, distance, and local integration. These results are contrary to results of existing studies, in which local integration is shown to have the highest correlation in real world.
지하철 역사의 공간구조와 여객의 공간사용패턴 분석 연구
김영욱(Kim Young-Ook),김찬주(Kim Chan-Ju),조인오(Cho In-O),김아현(Kim Ah-Hyun),남성원(Nam Sung-Won) 한국철도학회 2007 한국철도학회 학술발표대회논문집 Vol.- No.-
This study aims to investigate the relationship between spatial layout and space use pattern in subway station. Details investigation is carried out using space syntax method and observation of people"s movement in Kangnam subway station. Space syntax method describes spatial layout quantitatively. The study reveals that space use pattern can be predicted by spatial layout of subway station using space syntax method. This study suggests that by applying space syntax method in planning stage we can design subway station objectively considering passenger"s movement.