• Title/Summary/Keyword: 감성공간디자인

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Case Study for Application of the Interior Color Environment to the Office Space (사무공간 실내 색채 환경 적용 사례 연구)

  • Suh, Seung-Ha
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.67-70
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    • 2006
  • In modern society industrial structure is being altered in complex and various way owing to rapid technical development and economic development, and concerns and recognition for surrounding environment is being moth heightened. For this reason, modern people requite the environment which can be applied in more pleasant and convenient way, and in order to satisfy such requirements, importance of the interior design mote vividly stands out, and concerns or the society for the design is being more Heightened these days. Especially, as for the design of the office space, the study transforming the office, which is the rendezvous of the information, into the business environment with more comfortable and sensitivity, being free rrom the design concentrated on the business efficiency and economic feasibility, has been actively proceeded. As it is the reality that various and new types of the business spaces have appeared, new office landscape design is requited as the device to solve the matter related to the society change. It is purposed to propose the office space which is comfortable together with flowing sensitivity by applying the color plan that unconsciously controls the human sense through remodeling of mid size of the office space.

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A Study on Ornamental Space in Art Nouveau Style (아르누보의 장식화 공간에 관한 연구)

  • Kim Sung-Hye
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.56-63
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    • 2005
  • This study aims to understand the ornamental space in Art-Nouveau style which was made up the ornamental aspect and spatial aspect. So that It is needed to classify the ornamental space into three categories according to the way of construction; pictorial composition, non-objective composition and organic construction. To find the meaning of these ornamental spaces, works of Art-Nouveau are analyzed into ornament and space, in result we know that process of integration, relativity of ornament as a part and forms of expression in ornamental space have some regulation; use of natural motive, repetition of image and organic combination. Whereas the ornamental space in Art-Nouveau style has comprehensive capacity between antagonistic relations just like tradition and new mechanism, the space could receive a lot of different ideas and express these ideas as ornaments. Although the ornamental space also had weak points which were the lack of transformation and the difficulties of the application of other design due to the perfection itself, we could create new space which meets the requirements of the times, if we develop and make up for the weak points in the ornamental space under the principles of dialectic.

A Study of Culture Marketing Shown in window Display Area - Focused on Brand Identity in Department Store and Fashion Brand - (윈도우 디스플레이 공간에 나타난 문화마케팅 - 백화점 및 패션 브랜드 브랜드 아이덴티티를 중심으로 -)

  • Kwon, Yang-Sook
    • Korean Institute of Interior Design Journal
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    • v.17 no.2
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    • pp.140-149
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    • 2008
  • The purpose of this study is to consider the present situation and cases of culture marketing as brand identity shown in Window Display Area, focusing on department store and fashion brand, one of the recent cultural trends. Display in windows of existing department store and fashion brand has represented ultimate goal of sales by coordination of products, seasons and themes based on profits. However, display has recently become brand identity which department store and fashion brand create by correlating art and commercialism since the era of various lifestyles and emotional consumption. Through identity in department store and fashion brand, cultural marketing shown in show window display space cooperates with customers, corporations, artists and culture and art foundations. The result of this research is the following : First, corporations result in improvement in their image and brand perception with a distinctive marketing strategy. Second, as an agent of art customers form a positive relation with corporations and can feel emotional values and enjoy culture through cultural marketing contents, which are shown by department store and brand. Third, we can expect that artists, culture and art foundations form the best partnership by creative activities with department store and brand and cultural marketing activities make a great contribution towards society.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Comparison with Perception of Interaction between Finishing Materials and Lighting according to Preference of one's Spatial Sensitivity (공간감 선호에 따른 조명과 마감재 인터랙션의 지각정도 비교 분석)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.42-50
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    • 2014
  • The purpose of this study is to analyze the change of perception and to measure the degree of interaction between the lighting and the finishing materials according to preference types and the impacted factors to the spatial sensitivity of users. To do that, the this change was grasped through the experiment with Likert Scale and ANOVA of SPSS program to the simulated images. The result of this study is as following. Firstly, the personal difference in the perception of space comes from 'attention' in information processing process. The degree of the perception of users change strongly by lighting in the space expressed the 'modern natural'. Secondly, the atmosphere and the degree of perception are different in the preference of users to the spatial sensitivity and in impacted factors which are thought by users in the space sensitives. The users who prefer the 'decoration' feel the mood more strongly in the space. But the users who prefer the 'active' and 'intimacy' are opposite to that. The difference to the degree of perception is greater in the 'classic natural' than the others under the lighting turns on. Thirdly, an in-depth research which is considered of the interaction among the various factors is needed for finding the design methods for inducing the sensitivity of users in the space. And the ranking of the impacted factors should be understanded and applied to the research regarding the changes of perception in the space. Finally, this study has the limitation to be adapted to all of the situation for the space design methods. But this will be a basic data to study the design methods for users's sensitivity in the space.

A case study of digital intermediate space designed - The focus on the consumer community - (디지털 매개공간 유형에 관한 사례 연구 - 수용자 커뮤니티를 중심으로 -)

  • 서동진;임종훈
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.281-288
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    • 2001
  • It shows 21st century as a networking society that is moving up the concept of global town and being industrialized with regional and personal connections. Individual's original idea and variety of 21th century may be respected by such environmental change, and age (Literary, human axis, technology axis, nature axis, kaining farming axis are central keyword) of culture that cultural capacity of individual becomes important fetters that create added value is forecasted to become. The moaning for space that is unemployment enemy by change of conceptional environment about cultural life and agreeable quality of life by development of Information-Communication technology may be required newly. As it does interaction along with development of science technique and Information-Communication technology, the future environment of various that complex! Is predicted to form network environment (existence space, cyberspace) newly. Human central interest is risen in technology balance hereupon, and these characteristic escaped in physical system that do with functional special quality and require human central and sensitive interaction. First, if examine about phenomenon by Digitize and chance aspect that is risen in 21th century, Digitize is time that action occurs fusion Tuesday that is various and Blur phenomenon of city·space, and the period to collapse the border between several individual. Second, importance more than man-centered and sensitive aspect of functional physical system is risen by digital age with development of technology medium, and as the five digital senses showed up, it suggests a sensual of the times and therefore the interest and direction get set up for the sensual sides of consumers. Third, special quality is, medium enemy by that digital space connotes meaning disk floret, variability, transparency, space red of extensity etc.. to burn and is digitalised, can be risen by symbolic, original individualities and emotional communication's the importance is required sensitivity enemy who is sympathy horn by fusion anger of individual. Technology of new media may open direction of new communication through interface that did not enjoy so far is going to supply new means that can express own to human

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Customer Voices in Telehealth: Constructing Positioning Maps from App Reviews (고객 리뷰를 통한 모바일 앱 서비스 포지셔닝 분석: 비대면 진료 앱을 중심으로)

  • Minjae Kim;Hong Joo Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.69-90
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    • 2023
  • The purpose of this study is to evaluate the service attributes and consumer reactions of telemedicine apps in South Korea and visualize their differentiation by constructing positioning maps. We crawled 23,219 user reviews of 6 major telemedicine apps in Korea from the Google Play store. Topics were derived by BERTopic modeling, and sentiment scores for each topic were calculated through KoBERT sentiment analysis. As a result, five service characteristics in the application attribute category and three in the medical service category were derived. Based on this, a two-dimensional positioning map was constructed through principal component analysis. This study proposes an objective service evaluation method based on text mining, which has implications. In sum, this study combines empirical statistical methods and text mining techniques based on user review texts of telemedicine apps. It presents a system of service attribute elicitation, sentiment analysis, and product positioning. This can serve as an effective way to objectively diagnose the service quality and consumer responses of telemedicine applications.

Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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A Study on Visual Perception Characteristics of the Space of Cafe through Tracing the Observing Intention (주시의도성 추적을 통한 카페공간의 시지각특성에 관한 연구)

  • Choi, Gae-Young;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.91-99
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    • 2013
  • It is easier to objectify the designing process with the analysis of how users perceive any space depending on the purpose of space visiting in the interactions of them and images. This study analyzed the observation characteristics perceived through observation frequency and time depending on the purpose cafe customers to understand what effect the design factors constructing the space has on the observation characteristics which are the results obtained as information through visual perception. The followings are the results of this study. First, The time range for searching or wandering and the observation characteristics could be estimated by the meaning of observation time by grade with the setup of time-range out of the distribution of sections. Second, at the time distribution by section, when there was intention, the observation time was found to have higher occupation. Third, though the higher section frequency is likely to have more observation time, the grades of II/V had higher frequency of [Intention] and the time had higher [Non-Intention], which revealed that there is a tendency for the observation characteristics vary in a large degree depending on whether there was intention or not. Fourth, by the application of the observation characteristics of each grade for interrelation analysis depending on whether there is any intention to the space of cafe, the detailed space characteristics could be compared with observation tendency. The difference of obtained information has an effect on obtaining perceived information, and since the intention may affect any information which is obtained, it is necessary for design information suitable to visit purpose or users' observation intention to be transferred in the process of designing. Analyzing the effect of any change to designing factors on the sight inducing intention and synchronization will help to understand the emotional design focused on users.