RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 원문제공처
          펼치기
        • 등재정보
          펼치기
        • 학술지명
          펼치기
        • 주제분류
          펼치기
        • 발행연도
          펼치기
        • 작성언어
        • 저자
          펼치기

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • KCI등재

        대 공간 워크스루 형 가상현실 훈련시스템의 특성연구

        최정환 ( Choi Jeonghwoan ),한정엽 ( Han Jeongyeop ) 한국공간디자인학회 2021 한국공간디자인학회논문집 Vol.16 No.8

        (연구배경 및 목적) 최근 가상현실 기술의 발전관 함께 다양한 산업계 및 공공기관(국방부, 소방청, 경찰청, 환경부등) 에서 가상현실 기술을 적용한 교육, 훈련 시스템 개발에 다양한 시도를 하고 있다. 이러한 영향으로 가상현실 교육, 훈련 시스템이 발전하면서 다양한 유형이 나타나게 되었는데, 특히 현실과 같은 UX(유저 경험)을 구현하면서 제한된 현실 공간을 기반으로 실세계에서 구현하기 힘든 규모가 큰 재난대응 및 팀 훈련을 가상공간에서 구현 가능한 '대 공간 워크스루 형 가상현실 훈련 시스템'의 유형이 나타나고 있다. '대 공간 워크스루 형 가상현실 훈련 시스템'은 필요한 훈련 내용에 맞춘 시나리오에 따라 현실의 훈련 공간의 크기, 사용 디바이스 및 하드웨어의 종류, 요구되는 시스템의 기능이 달라지는 등 다양하게 특성이 나타난다. 본 논문의 연구에서는 이러한□ '대 공간 워크스루 형 가상현실 훈련 시스템'의 특성을 연구하는 것이 목적이다. (연구방법) 본 연구에서는 연구자가 소속하고 있는 (주)스코넥엔터테인먼트에서 책임자로 진행한 프로젝트를 진행하면서 연구된 ‘대 공간 워크스루 형가상현실 시스템’의 연구 결과물을 이론적 배경으로 정의하고 훈련자가 가상공간을 자연스럽게 현실과 같은 UX(유저경험)로 사용하게 되는 현실 공간의 훈련장의 공간 크기를 시뮬레이션한 후 대 공간의 사이즈를 정의한다. 이렇게 시뮬레이션 된 필요 공간 사이즈를 기반으로 '대 공간 워크스루 형 가상현실 훈련 시스템' 의 특성에 대하여 연구 한다. 이러한 특성 연구는 연구자가 활동하고 있는 국제 표준화 기구인□ IEEE2888 워킹그룹을 통하여 '대 공간 워크스루 형 가상현실□ 훈련 시스템' 관련 표준화를 진행 하고 있는 범위에서 본 연구를 진행 한다. (결과) 이에 본 연구에서는 범용 VR HMD만으로 구현이 불가능한 ‘대 공간 워크스루 형 가상현실 훈련 시스템’에서의 다음의 4가지 기준에서 특성을 연구한다. 1. 현실의 대 공간 에서 훈련하는 팀 단위의□ 위치 및 모션을 추적 할 수 있는 추적 장치(센서)의 데이터 정보 2. 대 공간 기반 워크스루 형 가상현실 훈련 시스템에 특화된 인터랙션 시스템□ 3. 현실과 가상이 연결되어 데이터를 주고받는 디지털트윈 개념□ 4. '대 공간 워크스루 형 가상현실 훈련 시스템'의 아키텍쳐 및 필요 구성과 실제 콘텐츠 적용사례□ (결론) 연구된 특성내용과 도출된 상세 필요 기술내용으로 다양한 산업에 적용 할 수 있으며 체감화 장비들에 필요한 센서·트레킹기술과 5G 등이 결합된 비대면 환경에서 지리적으로 떨어져 있는 사용자간에도 인터랙션이 가능한 훈련 시뮬레이터를 제공하며 메타버스 훈련 플랫폼 비즈니스 사업으로도 확대 가능 할 것으로 본다. (Research Background and Purpose) With the recent development of virtual reality technology, industries and public institutions are making various attempts to develop education and training systems using this technology. Consequently, various types of virtual reality education and training systems have been developed. In particular, there is a “Large Space Walk-Through Virtual Reality Training System” for large-scale disaster response and team training that is difficult to conduct in the real world based on the limited space, while implementing a realistic UX (user experience). This system has diverse characteristics depending on the scenario of the training content, such as the size of the actual training space, the type of device and hardware used, and the required system function. The aim of this study is to examine these characteristics. (Method) This study theoretically defines the results of the “Large Space Walk-Through Virtual Reality Training System” study conducted by Skonec Entertainment, where the researcher serves as a director. After simulating the size of the training ground in the real space in which the trainee naturally uses the virtual space as a UX-like reality, the size of the large space is defined. Based on this simulated required space size, we intend to study the characteristics of the “Large Space Walk-Through Virtual Reality Training System.” The characteristic study is conducted within the scope of the standardization in progress related to the “Large Space Walk-Through Virtual Reality Training System” through an international standardization organization, IEEE2888 Working Group, where the researcher is active. (Results) Therefore, in this study, the characteristics of the “Large Space Walk-Through Virtual Reality Training System,” which cannot be implemented only with a general-purpose VR HMD, are examined based on the following four criteria. 1. Data information of a tracking device (sensor) that can monitor the position and motion of a team unit training in a large reality space 2. An interaction system specialized for a Large Space-based Walk-Through Virtual Reality Training System 3. Digital twin concepts, in which data are exchanged between reality and virtual reality 4. Architecture and necessary configuration of “Large Space Walk-Through Virtual Reality Training System,” and application examples of actual contents. (Conclusion) This study can be applied to various industries with the researched characteristics and detailed necessary technical contents derived from it, and also provide a training simulator that enables interaction between users who are geographically distant in a non-face-to-face environment that combines sensor racking technology and 5G required for sensory equipment. It is also expected to expand into the metaverse training platform business.

      • KCI등재

        가상공간을 활용한 스페이스 브랜딩 특성에 관한 연구

        이은지,민경훈 한국공간디자인학회 2023 한국공간디자인학회논문집 Vol.18 No.3

        (Background and Purpose) Along with the 4th industrial revolution, various morphological changes are taking place in offline stores as they go through the Corona era. In particular, as the means of promoting corporate brands that were conducted offline gradually took on a form that transcends time and space due to technological development, it has reached an era where it is possible to form various types of markets and acquire brand information in virtual spaces. Therefore, the purpose of this study is to analyze the characteristics of space branding to identify the components of virtual space through prior research analysis and to provide brand image through the analysis of virtual space cases of corporate brands. (Method) First, Virtual space and space branding were considered based on previous studies and literature surveys. Second, by identifying the main concepts, four types of expressive components of virtual space were classified: limited cognition, variable space, multidimensional combination, and psychological expansion, and space branding characteristics derived seven elements: experience, relationship, aesthetics, connection, symbolism, playfulness, and originality. Third, Focusing on the derived space branding characteristics and expressive elements of virtual space, the company brand space selected as the analysis standard for virtual space was visited to conduct research and analysis. (Results) As a result of the case analysis, it was possible to understand the relationship between elements and the influence on space branding according to the expression type of virtual space. First, it is possible to see the characteristics of how a brand draws out active experiences by producing virtual reality through the use of technology such as VR, AR, and chroma key. Second, a brand's aesthetic effect can be obtained by showing the brand's information and image as spatial elements that organically change through visual content. Third, through the substitution of symbolic elements or products of the brand into virtual content, an absorbing space can be created while symbolically conveying the brand's information. Fourth, an extended brand image and playful characteristics can be discovered by providing information through the expression of the brand space that reflects on virtual or realistic elements. (Conclusions) This study identified the expansive possibilities of space branding through an organic expression and active experientiality of virtual space. It was found that such branding could increase the value of the brand and effectively deliver its purpose. Therefore, this study will contribute to the ongoing advancement of virtual space by presenting the potential for diverse directions and organic expression of virtual space in the context of space branding.

      • KCI등재

        특집: 테크놀로지와 주거의 인문학 : 시스템으로서 사이보그와 디지털 거주

        김연순 ( Youn Sun Kim ) 성균관대학교 인문학연구원(성균관대학교 인문과학연구소) 2015 人文科學 Vol.0 No.56

        사이보그의 일반적인 정의는 인간과 기계의 결합체이다. 이 정의는 첨단과학기술의 가파른 발전으로 생명공학적 변이와 가상공간에서의 인조생명도 사이보그로 언급되면서 갈수록 모호해지고 있다. 이에 본 논문은 인간과 기계의 결합방식을 고려하여 인간과 기계의 직접적인 결합, 인간과 기계의 직접적인 연계 그리고 인간-기계-공간의 통합적 시스템 등으로재구성된 인간을 사이보그로 정의하고, 이 혼성적 유형들 중에서 인간-기계-공간을 시스템으로 통합한 경우를 고찰하고자 한다. 오늘날 일상의 많은 일들이 컴퓨터를 통한 가상세계에서 이루어짐에도 불구하고, 사람들은 가상공간에서의 활동을 삶과 별개화 하고 그 의미를 간과하기 때문이다. 컴퓨터와 인터넷 통신망을 통해 가상현실이 열리면서 인간은 실제 공간의 연장으로서 가상공간을 경험하고 있다. 인간은 기계와 자연스럽게 상호작용을 하면서 실제현실과 가상현실을 넘나들게 되었고, 기계를 매개로 자신의 정신과 감각을 연장시켜 가상세계를 경험하는 사이보그가 되고 있는 것이다. 중요한 것은 인간은 기계와 직간접적으로 상호작용하면서 시스템을 이루고, 이를 통해 인공적으로 만들어진 가상세계에서도 자신의 삶을 영위한다는 점이다. 말하자면 인간의 삶은 그 시스템 안에서도 이루어지고 있다. 심지어 기계와의 연계를 통해 살아가는 현대의 인간은 이 시스템을 벗어나서는 살아가는 것 자체가 쉽지 않게 되었다. 그러기에 인간은 이제 직접 자신의 신체에 기계를 결합하지 않았더라도 인간-기계-공간의 시스템에서 벗어날 수 없는 사이보그가 된 것이다. 그러므로 사이보그에게 실제 공간만큼이나 가상공간은 삶에 있어서 중요한 의미를 가진다. 그렇다면 가상공간에서 인간은 거주할 수 있는가? 자연 공간에서의 거주와 달리 가상공간에서의 거주는 어떻게 이해되어야 하는가? 이러한 질문에 답을 제시할 수 있을 때, 디지털 영역에서의 거주는 자연스럽게 삶의 정당한 의미를 부여받게 될 것이다. 컴퓨터와 인터넷을 통해 형성되는 가상공간의 전자적 환경이 일상생활에서조차 실제와 가상의 구분을 모호하게 하고, 그 속에서 인간의 모든 활동은 실제현실과 가상현실의 탈경계에서 공유되기 때문이다. Cyborg is generally defined as a creature that is part human, part machine. But this definition is ever becoming vague as biotechnological mutation and artificial life in imaginary space are categorized as cyborg with the rapid development of the cutting-edge science and technology. In consideration of the way of combination between human beings and machine, this paper defines cyborg as a reproduced human being based on: a direct combination of man and machine; a direct connection between man and machine; and an integrated system of human being-machine-space. This study focuses on the third, an integrated system of human being-machine-space, among the three hybrid types. It is because the people of today think the activities in virtual space and their life as two different things and disregard the meaning of virtual space even though, in contemporary times, many activities are carried out in the world of virtual reality including computers. With the realization of virtual reality through computers and Internet communications networks, people are experiencing virtual space as an extension of actual space. As man and machines naturally interact with each other, people have crossed the border of reality and virtual reality, and have become cyborgs that experience virtual reality by extending their mind and senses through the medium of machines. More importantly, man has established a unique system with machines in the process of direct or indirect interaction between the two, through which man can lead their lives in the artificially made virtual reality. In short, man leads his life in the system. Furthermore, contemporary man who is living in close connection with machines finds it hard to live outside the system. Although men have not yet combined their bodies with machines, they have naturally become cyborgs that are unable to get out of the “system of man-machine-space.” Therefore, the meaning of virtual space is as significant as actual space for cyborgs. Then, can men reside in virtual space? How can we understand the habitation in virtual space in comparison with the habitation in natural space? Only when we can answer this question can habitation in the digital zone be naturally endowed with the proper meaning of life. It is because electronic environment of virtual space that is formed through computers and the Internet blurs a distinction between reality and virtual reality in our daily lives and all the activities of human beings are being shared outside a border of reality and virtual reality.

      • KCI등재

        가상현실 기술과 융합된 현대패션에 나타난 공간적 미학 특성 연구 -패션쇼, 패션전시, 패션디자인 앱을 중심으로-

        유수,권미정 한국패션비즈니스학회 2019 패션 비즈니스 Vol.23 No.5

        With the continuous development of artificial intelligence using computers in the Fourth Industrial Age, the virtual space created by virtual reality experiences boosted by the power of artificial intelligence, provides a new experience for us. The purpose of this study is to explore the new aesthetics that the fashion industry provides to users in virtual space created by virtual reality technology. This research method is based on theoretical research on virtual reality technology and virtual space and constructs a research model applied to this research. The scope of this study is the application of virtual reality technology to fashion shows, fashion exhibitions, and fashion design apps on the website of professional virtual reality technology and fashion for the last five years from 2014 to 2019, which actively merged virtual reality technology with modern fashion. We will analyze the cases one by one. The results of this study are as follows. First, this study shows that the constructed virtual space of modern fashion using virtual reality technology creates three kinds of physical space, perceptual space, and imaginary space based on the commutative theory of virtual space formed by Swedish scholar J. Wideström. Second, virtual reality technology applied to fashion shows, fashion exhibitions, and fashion design apps is characterized by four aesthetic characteristics of presence, perceptual expansion, interactivity, and immersion in physical space, perception space, and imagination space.

      • KCI등재

        럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구

        정효조 ( Hyojo Jung ),고은주 ( Eunju Ko ) 한국패션비즈니스학회 2023 패션 비즈니스 Vol.27 No.2

        Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

      • KCI등재

        문화 재현물의 가상공간이 지니는 내포 : 이분법의 패러다임

        이수진 ( Soo Jin Lee ) 한국기호학회 2013 기호학연구 Vol.35 No.-

        This paper discusses the binary opposition caused by the technology of internet and simulation. Specifically it shows the ways in which our conceptions about the virtual space and machine are framed through cultural representations such as novels, films and Websites. This kind of cultural representation presents generally a dystopian vision : a world where the most savage capitalism ruled by ruthless multinational enterprise, where the violence, the sex and the murder are everywhere, where the real life is useless and people spend his time in the connection to the computer network. The motif "Virtual space" is appeared for the first time in Neuromancer in 1984. The author William Gibson presented ``cyberspace``, which is describes as a space of “consensual hallucination”. And here, the body is sort of obstacle. The division of non space / real(or physical) space corresponds to contemporary conceptions of what is important about our physical and virtual spaces ; and also, how we regard these spaces. Some of the discussion about virtual space in cultural representations must revolve around whether virtual space is separated certainly with the real space. And the dematerialization or the virtuality is considered as a main character of virtual space. We can here think about the division of material layer(=hardware) from content layer(=software). The reinforcement of information patterns implies that of the human mental operations, information delivery processes are the most central and that consciousness can be separated from the human body. For example, the film Surrogate, Gamer and Untraceable use filmic signifier to show scenes where users connect to websites, games or avatars. In this mise-en-scene, one can discover that the characters abandon their own body and normal lives and also they voluntarily lock themselves in the closed and dark space. According to two semioticians, Roland Barthes and Christian Metz, the denotation in the film corresponds to the dimension in which images or sounds directly and specifically indicate a subject of reality. And by taking the denotation as the primary material (=connoted signifier) and considering what meaning it has within the narrative, it is again furthered as a connoted signified. In this process, ``how it is expressed`` is very closely related to ``what does it means``. The denotation is closely related with the direct or perceptive meaning of the scene produced by an image or the sound. On the other hand, the connotation refers to a symbolic characteristic that corresponds to the denoted signifer and signified. When the sequence of visual or audio matter occupies a precise integrated position within the discourse constructed by the total film, it acquires a more important value than itself. It adds on a supplemental meaning. In this sense, this study refers to the connotation of cultural representations that corresponds to the dichotomy between reality and virtual space and the dualism between human and machine.

      • KCI등재

        가상/현실의 공간과 신체의 경험

        김광연 강원대학교 인문과학연구소 2022 인문과학연구 Vol.- No.75

        Today, our society has become unavoidable in the metaverse fashion. Metaverse is a technology that creates a virtual world through avatars online. Thanks to technology, the virtual world is becoming so sophisticated that it is confused with the real world. Today virtual world closes the gap with reality, it seems that we are only focused on the benefits of the various technologies that the virtual world provides. We are already living in a transcendental world of space. However, as the space of the virtual world invades the real world, new ethical issues are being raised. The space we live in has realism and transcendentality. However, the space in the virtual world transformed from the form of a priori space is characterized by fiction. Starting with Kant's understanding of a priori space, this thesis examines the fiction of space in the virtual world. In addition, this paper examines the distorted phenomenon of body experience in space in the virtual world. The experience of the human body in space in the virtual world is influenced differently from the experience in the world(nature). In a virtual world that lacks reality, the body is changing into a 'disembodied body'. Ponty criticizes the distortion of bodily experience in the virtual world, saying that perception without a world is incomprehensible.

      • KCI등재

        박물관 실감형 가상전시 공간의 주요 경험 특성 및 요소에 관한 연구

        오지은(ji eun Oh),이창근(Chang geun Lee) 한국디자인리서치학회 2022 한국디자인리서치 Vol.7 No.4

        4차산업혁명 시대로 접어들면서 새롭게 등장한 뉴테크놀러지는 박물관 전시 패러다임에 많은 변화를 가져왔다. 오프라인에서 벌어지는 활동의 상당 부분은 온라인 가상 공간으로 옮겨가고 있다. 온라인 환경에서 제공되는 실감형 가상전시는시공간의 제약 없이 전시를 관람할 수 있는 공간 경험을 제공한다. 이러한 전시 패러다임의 변화에 따라 온라인 가상 환경의 커뮤니케이션은 경험적 측면에서 더욱 중요성이 부각되고 있으며 공간의 경험 계층구조에 따라 사용자 경험은 다양하게 발현되게 되었다. 따라서 본 연구에서는 경험 관점에서 최적화된 사용자 경험을 전달하기 위해 온라인 환경에서 발현되는 가상전시 공간 유형에 따라 적용할 수 있는 주요 경험 특성 및 요소와 세부적 경험 요소를 도출하고 이를 바탕으로 최적화된 UX디자인 적용 방안을 제시하는데 목적이 있다. 연구방법은 다음과 같다. 선행연구를 바탕으로 공간 경험유형을 3가지로 분류하였으며 사용자의 공간 경험을 최적화하기 위한 경험 요인을 다각적으로 모색하기 위해 반구조화된전문가 심층 인터뷰를 실시하였다. 박물관 실감형 가상전시 공간 유형에 따라 적용할 수 있는 구체적인 사례를 조사하기위해 국내 박물관 22곳의 콘텐츠를 분석대상으로 설정하였다. 분석결과, 공간 유형에 따라 주요하게 작용하는 경험 특성및 요소 그리고 세부 경험 요소에는 유의미한 차이가 있는 것으로 확인된다. 이러한 연구 결과는 사용자의 경험을 중심으로 변화하고 있는 박물관 전시 패러다임에 있어서 경험적으로 접근할 수 있는 이론적 기틀을 마련함과 동시에 실무적으로 공간 경험 구축에 기여하는 전략적 방법론을 제시하였다는데 의의가 있다. 본 연구의 결과를 토대로 실감형 가상전시 공간 최적화를 위한 UX디자인 적용 방향성을 수립함으로써 가상전시 구축 시 최적화된 공간 경험을 유도할 수 있는전략적 방안으로 활용될 수 있기를 기대한다. New Technology, New Technology, which emerged as the era of the 4th Industrial Revolution brought a lot of changes in museum exhibition paradigm.Many parts of activities in offline, are moving to online virtual space.The realistic virtualization provided in online environment provides space experience that can watch exhibition without constraints between construction.According to the change of this exhibition paradigm, communication of online virtual environment is highlighted in terms of experience, and user experience classes, and user experience groups according to the experience layer of space.Therefore, in this study, the purpose of providing major experience characteristics and detailed experience elements that can be applied according to the type of virtual exhibition space types of virtual exhibition space type.The research method is as follows.Based on previous studies, the type of spatial experience types of spatial experience factors, and conducted to optimize the user spatial experience factors to optimize the user space experience factors to optimize the user space experience factors.In order to investigate specific cases, 22 contents that can be applied according to the type of museum realistic virtual exhibition space type.As a result of analysis, factors, factors and detailed experience factors that act mainly acts as a significant difference in the characteristics and detailed experience elements.This study results presented strategic methods that contributes to build a theoretical framework that can experience in the museum exhibition paradigm that can experience the spatial experience of space experience in practice space experience.Based on the results of this study, it is expected to induce optimal space experience when establishing a virtual exhibition space experience for realistic virtual exhibition space experience space experience.

      • KCI우수등재

        르페브르의 공간이론을 통해 본 가상 체육공간에 대한 철학적 논고

        김소미,김정은 한국체육학회 2023 한국체육학회지 Vol.62 No.6

        The study was conducted in an attempt to examine the ecological change of the educational environment along with the practical demand for virtual physical education (PE) activities as an extended sport activity. The literature review was used as the research methodology, and Henri Lefebvre’s Theory of Space was used as an interpretive indicator. Lefebvre’s Spatial Triad was applied as an analysis framework to achieve the purpose of the study. The specific examples, education vision, and its limitations on virtual PE activities were discussed through each analysis level of spatial practice, representations of space, and representational space. First, the technology of virtual space has the great advantage of converting to a body merged with machines. Indubitably, it is impossible to have a direct physical relationship among the bodies. However, it has educational significance in the sense that the physical activity is unfolded at the border between the virtual state and reality. Second, virtual space is also one of the places that has become a space for PE activity. From a semantic perspective of space production, physical appropriations such as personal technical skills and biorhythm occur in virtual PE activity spaces as much as in sports stadiums and gyms. Such experiences eventually form topophilia of space attachment and familiarity. Third, when examining the technical characteristics of virtual PE space from the context of ‘spatial practice,’ ‘representations of space,’ and ‘space of representational,’ educational utility is expected as an experienced space as to that of naturalized space. This is the interpretative study of the educational vision of virtual sports activity. It aims to contribute to the philosophical discussion on the significance of fundamental PE activity from realistic and virtual experiences.

      • KCI등재후보

        SF영화에 나타난 인식론적 가상공간에 관한 연구

        배강원(Bae, Kang-Won) 인제대학교 디자인연구소 2011 Journal of Integrated Design Research (JIDR) Vol.10 No.1

        가상공간은 견고한 구조물의 건축과 달리 정보, 인지, 행위에 의해 끊임없이 공간적으로 변조되는 속성을 갖는다. 따라서 가상공간 구현에 있어서 물질적인 기술화의 정도만으로는 공간이 얼마나 가상화 되었는지를 평가하기 어렵다. 본 연구가 주목하는 가상공간이란 실천적·기술적인 문제를 포함하여, 비물질적 관계성에 근거한 개념적, 인식론적 접근으로의 구현관점이다. 심층적인 의미에서 가상공간은 또 다른 장소이기 때문에 ‘환상의 공간’ 및 ‘비물질적 공간’과도 일맥상통한다. 본 연구의 목적은 미래에 구현될 가상공간의 특성을 새로운 심층적 시각으로의 공간인식인 인식론적 관점을 통해 살펴보고자 한다. 본 논문이 규명코자 한 인식에 따른 가상공간의 특성은 기존의 공간지형을 변형시킬 뿐 아니라 세계에 대한 인식에 변화를 가져올 정도로 강력한 힘을 가진 매체로서 기능하게 될 것이기 때문이다. 미래기술은 우리가 영화 속에서 상상하던 일들이 현실화 되는 사례가 많다. 이러한 측면에서 본 연구에서 도출된 가상공간의 3가지 인식론적 특성인 ‘경험적 동시성’, ‘무경계성’, ‘상호작용성’이라는 개념에 대해 짐작해 볼 수 있는 참고사례로서 미래 SF영화 속에 등장하는 가상현실을 이용한 장면 몇 가지를 분석해 봄으로써, 앞으로 구현될 가상현실의 심층적 공간기술에 대한 적용가능성을 검증해 볼 수 있는 의의를 가진다. Virtual space, unlike the rigid structure and information architecture, cognitive, and spatially modulated by an Act of the property has endless. Therefore, the extent of the virtual space in implementing technology alone is difficult to assess how much space has been virtualization. This research note is a virtual space, including practical and technical issues, based on the relationship immaterial conceptual, epistemological approach is the view of the implementation. Mean depth is another place in the virtual space, because the ‘fantasy space’ and ‘immaterial space’ is consistent with. The purpose of this study, the characteristics of virtual space to be implemented in the future in-depth perspective of the space is a new expression will be examined through an epistemological perspective. This paper desires to clarify the characteristics of the virtual space based on a recognition of the existing terrain that will transform the space as well as changes in awareness of the world powerful enough to get the chance to function as a medium because. In the movie, we imagine that future technologies become available, the case had a lot of things. In this respect, the virtual space of this study is derived from the epistemological characteristics of the three kinds of ‘empirical simultaneity’, ‘no boundary’, ‘interactivity’ guessing about the concept can be seen as a reference case to emerge in the future SF films Using virtual reality to the scene, by analyzing a few, we implemented a virtual reality to examine the potential for deep-space technologies can have a meaning.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼