• Title/Summary/Keyword: 과학예술

Search Result 1,046, Processing Time 0.021 seconds

A Study on the Type and Sense of Place of the Lighting Design of Urban Public Space (도시 공공공간 조명디자인 유형과 장소성에 관한 연구)

  • Ma, Dong Qing;Yoon, Ji Young
    • Korea Science and Art Forum
    • /
    • v.27
    • /
    • pp.101-114
    • /
    • 2017
  • Based on the relationship between urban public space, urban lighting and the sense of place, this paper aims to analyze the lighting environment types with the sense of place and their characteristics. First, with the theory study as the research foundation, it extracts six spatial factors of public space lighting design and then analyzes 12 relevant cases on the basis. Finally, it divides the 12 cases into four types, Basic types, Storytelling, Interactive and Multi-Media and analyzes the core design factor and characteristics of various types. The results show that: first, functionality, sustainability and aesthetics are the basic factors to realize the urban public space lighting places. Second, the six cases of "Storytelling" show that the theme of specific areas, namely the exploration of "story" is conducive for lighting design to form clear and definite environment recognition. Third, for "Interactive" and "Multi-Media", the intervention of new media technology and new lighting way has made the wide expansion of urban lighting design connotation and extension. The research results show that strengthening the urban location performance by the lighting design could improve the city image, which provides the basis for the development of urban public space lighting design.

Study on the Non-Characteristic Space Concept of Korean Traditional Residential Space Shown in Public Space of Sharehouse (셰어하우스 공용 공간에 나타난 한국전통주거공간의 무자성적(無自性的) 특성에 관한 연구 - 일본 셰어하우스 공용공간의 사례분석을 중심으로 -)

  • Yoon, Deuk Geun;Kim, Kai Chun
    • Korea Science and Art Forum
    • /
    • v.19
    • /
    • pp.515-525
    • /
    • 2015
  • Along with a rapid increase in the number of 1-person households where the concept of 1-person consumption and 1-person economy is emphasized, the proportion of 1-person household in Korea occupies a 25.3% at present, and the number is expected to grow continuously. And this rapid increase will bring about a host of problems such as housing shortage in the metropolitan area, egoism, loneliness felt by individuals, and other social problems such as crime. As an alternate movement to this phenomenon, concern on and interest in community, community culture, and sharing of space are on the rise, together with concern on and preference for sharehouse culture. In news media as well, articles on life shared with members of a sharehouse often appear. This sharehouse, which is widely spread and well received in Japan, not only reduces economic burden but also creates their own community and promotes their own culture. In this sense, it is a new way of life that represents benefits of sharing, well beyond just economic interests. Accordingly, In this research, an attempt was made tp examine the circumstances in the use of space based on existing studies on sharehouse characteristics in order to shed new lights on the meaning that non-characteristic space concept of the traditional residential space has as the concept of sharehouse space by considering it in connection with the non-characteristic space concept of the Korean traditional residential space where diverse circumstances occur centered on communal life and which were accepted by all naturally.

A Study on the Design Diagnostic Guideline in Crowdfunding for Makers (메이커스(Makers)를 위한 크라우드 펀딩 디자인 진단 가이드라인에 관한 연구)

  • Oh, In Kyun;Lee, Jang Woo
    • Korea Science and Art Forum
    • /
    • v.35
    • /
    • pp.281-292
    • /
    • 2018
  • Crowd funding is also called social funding because of SNS that it helps early start-up founder and makers to raise money for idea product production. Recently, the funding platform has recorded high growth rates. As a result, the government in Korea has introduced various support policies for the crowd funding. The purpose of this study is to develop a diagnostic design guideline for product design oriented makers based on the historical situation. The paper writer applied literature survey and expert interview as research methods. The literature survey focused on internet news and previous research studies. The expert interview was conducted for 10 specialist people and divided for the second time. As a result of the text survey, the current guideline was lacking in design and in detail. Researchers have been informed through previous paper that information transfer text and images are important factors for funding success. In the first interview with seven special participants, we made a draft design guideline for social funding with a two-step process and nine themes. We, research and three professional people having a evaluation experience, conducted verification and supplementation for establishing the design guider with a three-step process and eight themes in the next interview. The design guideline for crowd funding, it can be used by money funding manager apart from design makers. Through the results of this paper, researchers are expected to prevent problems and contribute to healthy crowd funding ecosystem development.

A Study on Utility of the Specialized Exhibition Using IT Technology - Focussing on Attendees including On-line Invitation Visitors - (IT기술을 이용한 전문 전시회의 효용성에 대한 연구 - 온라인 초청 관람객을 포함한 관람객을 중심으로 -)

  • Kim, Young Soo;Joe, Yong Geun;Jang, Yoon Jeong;Yoo, Hee Eun;Kim, Kyung Hoon
    • Korea Science and Art Forum
    • /
    • v.21
    • /
    • pp.105-116
    • /
    • 2015
  • This study intended to give helps in planning a specialized exhibition by carrying out a survey objecting to KOREA PACK 2015 attendees including visitors who possessed mobile coupons after finishing advance registration through on-line, and then investigating, analyzing satisfactions of attendees together with effects of the specialized exhibition using IT technology. As a lot of relevant preceeding researches have been made by focussing on exhibition organizer and exhibitors, the viewpoints of attendees at the specialized exhibition using IT conversing technology such as mobile and etc. were to be investigated and analyzed. Thus, this research tried to do an empirical identification on effects of the exhibition by analyzing relations between its watching forms and satisfactions including a survey on the on-line PR route utility of IT technology in addition to visiting motives of attendees who watched the exhibition. A summarization of the current study is followed: First, in case of attending in the exhibition for specific purposes, they searched related information positively, and were shown as doing information gathering behaviors and also high possibility on purchases was confirmed. Second, it was confirmed that positive attendees had decision-making on purchases. This finding means that attendees who watch the specialized exhibition have authority and responsibility of being able to purchase in many cases, so methods of improving sales by effectively doing PR on own products and technical competitiveness in the exhibition are necessary to exhibitors. Third, attendees who have specific purposes showed higher satisfactions on the exhibition than general visitors, but satisfactions on consultation, staff attitudes, and facility were turn out to be higher than providing related information on products or technology. Accordingly, the necessity of improving this outcome was confirmed. Therefore, exhibitors have to endeavor in providing more advanced services to attendees of the exhibition by grasping technical trends in advance as well as cultivating professional staff who can promote products well.

Exploring the nature and direction of early childhood science education for sustainable development (지속가능발전지향 유아과학교육의 본질과 실천방향 탐색)

  • Cho, BooKyung;Seo, Hyunjung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.3
    • /
    • pp.407-418
    • /
    • 2018
  • Science and technology have led the development of mankind, but have created problems such as natural depletion, climate change, economic inequality and poverty. The purpose of this study is to explore the meaning of early childhood science for sustainable development to solve these problems and to contribute to the harmony of nature and human beings. In order to accomplish this research objectives, 18 experts and 15 teachers were interviewed on the meaning of sustainable development and the directions of early childhood science education for sustainable development. Early childhood science education for sustainable development was categorized as follows. 'Mutual respect between child-teacher-organism', 'developing individual inquiry-based on community consciousness', 'looking at the world with child's eyes', 'deepening and expanding on topics of interest', 'continuous inquiry and commitment', 'conversation and sharing-centered exploration'. By these results, it was concluded that early childhood science education for sustainable development should start from the perspective of children, and was a meaningful process in which children constantly learn about the nature surrounding themselves based on mutual respect.

Suggesting a Plan of Tables of Preference for KDC4 (한국십진분류법의 우선순위표 설정에 관한 연구)

  • 배영활;오동근
    • Journal of Korean Library and Information Science Society
    • /
    • v.33 no.2
    • /
    • pp.167-187
    • /
    • 2002
  • This study suggests a plan of tables of deference for Korean Decimal Classification, 4th edition, based on the study on those in Dewey Decimal Classification, 21st edition. It suggests two tables for the Auxiliary Tables, one for standard subdivisions and one for subdivisions for literature. Twenty-two tables are suggested for the Schedule of ten main classes.

  • PDF

Designing the Participatory Archive Portal for Classical Music Performance Information in Korea (국내 클래식 음악 공연 정보의 참여형 아카이브 포털 기능 설계)

  • Jang, Jaewoo;Rieh, Hae-young;Lee, Seung Whi;Kim, Intaek;Baek, Dae Won
    • Journal of the Korean Society for information Management
    • /
    • v.36 no.2
    • /
    • pp.223-254
    • /
    • 2019
  • The research on the archiving performing arts has recently been conducted on various aspects in Korea, but there has been no research or attempts to build a digital archive that can systematically identify the information on classical music performances in one place and get the past performance information. In this study, we proposed a participatory archive portal for providing, preserving and servicing information on all classical music performances, and tried to design the functions based on the requirements of the performance archive portal identified in previous research. We identified and proposed functional requirements of the portal, reorganized the characteristics of classical music performance information, and designed metadata elements. Then we presented the design and implementation direction of search and facet navigation, as well as user participation and communication functions. Lastly, we developed a prototype that implemented the requirements of the interface.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.333-338
    • /
    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

Actor Doctor: Actors Visiting Hospitals for Care (액터 닥터: 병원으로 간 배우들)

  • Lee, Gang-Im
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.229-238
    • /
    • 2022
  • Through the converging concept of 'an actor doctor,' this paper deals with an actor and its double, the emotional care giver. In the first place, actor doctors have appeared in the medical scene as hospice volunteers. But, as a developing project, the concept of 'an actor doctor' leads to a professional emotional specialist who works at hospitals during the day and performing at the stage at night. In our contemporary culture, our emotional life is threatened by various social and environmental stimuli. The role of 'an emotional specialist' in our everyday life and hospitals is very essential to our healthy life. Against the backgrounds of the high emotional intelligence and the systemic training, actors are qualified to embody this social vision. From the perspectives of performance studies and cognitive studies, this paper tries scientific explanations of the role, the function, and the techniques of an actor doctor. By doing so, this paper seeks to build a scientific foundation for an actor doctor as an emotional specialist.

The Elementary School Students' Interest and Perception on the Interactive Art STEAM Program (인터랙티브 아트를 활용한 STEAM 프로그램에 대한 초등학생들의 흥미와 인식)

  • Hyun, Dong-Geul;Lee, Myeong-Soo;Shin, Ae-Kyung;Lim, Sung-Man;Kim, Seong-Un;Yang, Kyoung-Sik
    • Journal of Science Education
    • /
    • v.38 no.3
    • /
    • pp.691-702
    • /
    • 2014
  • The purposes of this study were to develop the Interactive art STEAM program integrated science and art and to investigate the interest and perception of the elementary school students about the STEAM program. The Interactive art STEAM program was developed by the STEAM program team consisting of science education specialists, an art education specialist, and classroom teachers. The program included the science concepts which were relevant to the indicator reaction of acids and bases. The STEAM program had 3 steps: seeing the many interactive arts related to the program, and imitating the interactive arts, then creating new projects with the interactive art. The program was administered to a small class consisting of 11 $6^{th}$ grade students of an elementary school in S city. The results showed that Interactive art STEAM program improved students' interest about science and art classes. Also the students convinced that science and art could be integrated through the experiences of the Interactive art STEAM program. They were satisfied with the program and wanted to participate in another STEAM program.

  • PDF