• 제목/요약/키워드: cyber space

검색결과 472건 처리시간 0.029초

3D 가상공간에서의 인상 차원에 관한 연구 -2D 기반과 3D 기반의 가상공간에서의 인상차원 비교- (Empirical study of impression dimensions in 3D cyber space : Comparison research between 2D cyber space and 3D cyber space)

  • 이수정;김희선;박수이
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1218-1224
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    • 2009
  • 온라인 3D 게임에 기원을 두던 3D 가상공간은 오늘날 3D 기술의 발달로 점점 현실과 유사하게 구현되어 사회성이 강조된 공간으로 변화하고 있다. 따라서 사용자들은 3D 가상공간에서도 현실세계와 똑같이 의미 있는 인간관계를 갖길 원하게 되었고 3D 가상공간에서 인상의 중요성이 높아졌다. 이에 본 연구는 웹사이트 기반의 사이버 공간에서의 인상 차원과 비교되는 3D 가상공간에서의 인상차원을 제시할 것이다. 2D 기반의 가상공간과 구분되는 3D 가상공간만의 인상을 도출함으로써 전 매체에 걸친 인상 연구에 대한 바탕이 되는 이론으로서의 가치를 지니며, 향후 지속적인 기술발전에 따라 변화될 3D 가상공간 상에서의 대인관계 및 문화적, 사회적 현상에 대한 연구의 기반이 될 수 있다.

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E-비즈니스를 위한 사이버 공간의 이해 (Visualization of the Cyber Space for e-Businesses)

  • 최세일
    • 한국전자통신학회논문지
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    • 제6권6호
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    • pp.957-963
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    • 2011
  • 이 논문은 사이버 사업에 진출하고자 하는 예비 사업자들에게 사이버 공간을 쉽게 이해할 수 있도록 도움을 주기 위하여, 사이버 공간의 사업적 특성을 오프라인 공간의 사업특성에 맞추어 설명하는 방법을 제안하였다. 사이버 사업이나 오프라인 사업모두 "고객에게 상품을 판매한다"라는 같은 명제를 기반으로 함으로 고객, 상품, 판매유형이라는 3가지 관점에서 오프라인 공간과 사이버 공간의 차이를 설명하고, 그 차이를 오프라인 공간 관점에서 바라보는 방법을 설명하였다.

실제공간과 사이버공간 친구관계에서의 관계만족도, 자기노출 (Relationship satisfaction and Self-disclosure in Real-space fiend relation and Cyber-space friend relation)

  • 최보가;배재현
    • 대한가정학회지
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    • 제42권2호
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    • pp.1-18
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    • 2004
  • The purpose of this study was to investigate the degree of relationship satisfaction and self-disclosure in real-space friend relations and cyber-space friend relations. The sample was 248 middle and high school students, and 107 undergraduates. The main findings of this study are as follows: 1) Relationship satisfaction is significantly higher in cyber-space friend relations than in real-space friend relations. 2) In contrast to relationship satisfaction, self-disclosure is significantly higher in real-space friend relations than in cyber-space friend relations. 3) Self-disclosure differs significantly in terms of grade, gender, number of friends, communication method, and daily internet usage.

사이버강의 참여자들의 상호작용이 교육효과에 미치는 영향 (A Study on the Effects of Interactions Among Participants of Cyber Education)

  • 박치관;박준병;이준우
    • Journal of Information Technology Applications and Management
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    • 제14권3호
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    • pp.179-197
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    • 2007
  • This paper analyzed the effects of interactions among participants on the satisfaction and commitment of cyber education. Even if the quality of interactions in cyber education may not be so good as that of interactions in face to face education. various kinds of interactions could be introduced in cyber education. An email or Q/A between lecturer and students could be a good way to compensate the deficiency of cyber education. Common News Boards or Discussion Rooms among students themselves are also a powerful means to learn each other in cyber space. The result of this study shows that as interactions among participants increase. satisfaction and commitment of the lecture also increase. This study also analyzed how cyber educational effects differs as interaction type changes in space dimension and time dimension. The result shows interactions in the same cyber space such as News Board brings more desirable outcome than those in the different cyber space. But the effects of interactions classified by time dimension does not show statistically significant differences.

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사이버 공간의 확산과 물리적 공간에서의 집중화 현상의 관련성 : 성형외과의 강남구 집중현상 고찰 (The Relationship of the Concentration in Physical space and the proliferation of Cyber space : focusing on the Concentration of Plastic Surgery Clinics at Kangnam-gu, Korea)

  • 조영빈;최영근
    • Journal of Information Technology Applications and Management
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    • 제19권1호
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    • pp.85-100
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    • 2012
  • The development of technology causes a lot of change. Many researchers have insisted that the proliferation of cyber space changes the physical space. Their insistences have been accumulated into three aspects. Firstly, the proliferation of cyber space brings out the concentration in the physical space, secondly the decentralization and lastly both at the same time. In Korea, the concentration of plastic surgery clinics has taken place in Kangnam-gu area at similar period of the Internet proliferation. In this research, we execute empirical study of whether the concentration of plastic surgery in specific areas correlates with the proliferation of cyber space or not. In order to do this, we verified homogeneity of plastic surgery websites between Kangnam-gu and Non-Kangnam-gu areas. Also, we used three statistical and data-mining techniques which are Multi-discriminant analysis, Decision tree analysis and artificial neural network analysis. As a result, there was homogeneity between two different area plastic surgery clinics websites, but there was not big heterogeneity as well. Therefore, in this case of concentration of plastic surgery in Korea, the proliferation of cyber space restrictively correlates with the concentration of physical space.

디지털시대 패션에 나타난 사이버페미니즘 연구(제1보) -사이버하위문화 스타일을 중심으로- (A Study of Cyberfeminism in fashion in the digital era -Focused on cybersubculture style (Part I)-)

  • 김현수;양숙희
    • 한국의류학회지
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    • 제27권11호
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    • pp.1229-1240
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    • 2003
  • The purpose of this study was to review such results of the scientific and technological development as women's changed status, sexual identity and their views of physique in the cyber space based on cyber feminists' theories, and thereby, examine the concept of space during the medieval age, and then, the fundamental spiritual concept involving the fetishism of women's body as sexual objects in the materialistic space of the digital age in terms of the consciousness of trend or supra-sensual perceptions, and thereby, review the effect of the cyber terrorism and violence on the fashion in sub-cultural terms. Some researchers distinguish psychedelic styles from cyberdelic ones to assume such psychiatric visions as psychedelic fashion characterized by resistance and delinquency-cyber punk fashion, cyber hippie fashion, cyborg fashion- and then, define them all as cyber resistant culture fashion or as a sub-cultural style of the cyber culture. As a result, it was found that human bodies are being encoded with the networks, various cyber characters or avatars are emerging, while human bodies are being distorted or exaggerated with human beings and machines being imploded.

사이버 공간 상에서의 감성 오디오 디자인 (Emotional Audio Design in Cyber Space)

  • 박정순
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.244-247
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    • 2000
  • 웹은 정보화시태의 새로운 커뮤니케이션 매체로서 실제세계(real world)를 그대로 옮겨 놓은 가상세계(virtual world, cyber space)라 할 수 있으며 또 다른 한의 생활공간이기도 하다. 이런 가상공간 안에서 사용되는 가상제품(cyber product)들은 실제세계에서의 물리적인 제품과는 달리 형태의 파괴, 무제한적인 색상과 재질감, 유니크한 작동메카니즘과 인터렉티브한 요소에 의해 기계가 아닌 하나의 생명체로서 감성을 지닌 제품 디자인이 가능하다. 이에 본 연구에서는 이런 특성에 따라 실제세계의 오디오에서 느낄 수 없는 새로운 즐거움을 주는 사이버공간상에서의 시청각오디오를 디자인하였다.

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가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성 (On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game)

  • 서정립;진경옥
    • 복식
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    • 제54권3호
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

사이버비즈니스를 위한 사이버공간의 가시성 증진에 관한 연구 (A Study on Improving the Visibility of Cyber Spaces for Cyber Businesses)

  • 최세일
    • 스마트미디어저널
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    • 제1권1호
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    • pp.80-83
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    • 2012
  • 본 논문은 사이버공간의 가시성 개선 방안을 다루었다. 사이버비즈니스에 진출하고자 생각하는 많은 사업가들은 사이버공간의 비가시성 문제로 인하여, 사이버비즈니스 진출에 두려움을 가지고 있다. 본 논문에서는 사업자와 잠재고객 그리고 그 사이의 관계를 수학의 관계 개념을 도입하여 설명함으로서, 사이버공간의 가시성을 개선하고자 시도 하였다. 본 연구를 통하여 사이버비즈니스 경쟁력의 핵심은 가시화의 극대화와 신뢰성임을 알게 되었다.

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The Research Related to Kansei Stimulation Elements in Cyber-Space

  • Dong, Oh-Gi
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2001년도 춘계학술대회 논문집
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    • pp.68-73
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    • 2001
  • The word "cyber-space" was coined through the developments in communication technology and computers. It became possible to experience disembodied space in practice through a new kind of medium. this research aims to clarify the kansei stimulation elements as realistic sensed by users who use 3-dimensional expressions in cyber-space. The research was carried out by preparing 25 samples of computer graphics, and administering 3 questionnaires to 12 examinees. The Principal Ingredient Analysis method was used for its analysis and assessment. As a result of this research, it can be concluded that materials, reflection and shadow have the strongest effect on human beings' senses in cyber-space.

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