Park, Moon-Seo;Chun, Myung-Hee;Lee, Hyun-Soo;Hwang, Sung-Joo;Jang, Myung-Houn
Korean Journal of Construction Engineering and Management
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v.12
no.3
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pp.73-82
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2011
The term 'green' has become an important way of survival for the construction industry in 21th century in accordance with the emergence of the environmental crisis due to the climatic change. Especially the policy of carbon taxation, planed to be introduced from 2012, is expected to be a considerable burden to the construction industry which has abundant carbon emission during the resource transportation due to the complexity of resources and local distribution of the construction sites. In this regard, this study shows an optimizing strategy for delivery frequency, which downsizes the net distribution costs based on the assumption that, despite of its other advantagements, the frequent small lot mode of JIT delivery would take negative effects due to the increase of costs of transportation and carbon emission once the carbon taxation policy carried out. To simulate the efficiency of the management strategies, the System Dynamics modeling has been used. The results show that the frequent small lot transportation strategy is now always efficient method to these changes, and that the frequency of transportation should be re-determinated according to the extent of the imposition of carbon tax. This study provides the conceptual frame for an efficient management of transportation system of the construction industry, showing necessity of change of the resource transportation systems through analysing JIT deliver system in accordance with the global changes in environmental economy.
The full-scaled study of Joseon conducted by Japan in the 1910s was part of its colonial policy, while the native Joseon studies against it contained political aspiration to recover the national rights and independence. Accordingly, the conceptual meaning of 'Joseon' varied according to its subject of speech. The establishment of modern nation-state failed along with the extinction of Korean Empire, but 'Joseon' was newly discovered within national ideology. It became a historical concept in which the experience of the past and the expectation toward the future could be united. The so-called 'Joseon Studies' was only limited to intellectuals in the academic circle, but 'Joseon' embraced the articulations from more various social agents. Furthermore, it is only natural that 'Joseon Studies' should be interpreted within the historical semantics of 'Joseon', considering the connection between concept and discourse. In his The History of Joseon Civilization, An Hwak encompassed the history from the times of ancient mythology to the contemporary times under the banner of 'Joseon'. Opposing Japanese distortion of history carried out in the name of historical positivism, he idealized Joseon history as comparable to that of the Western democracy. He extended the study of 'Joseon' into culture at large, foreshadowing a kind of Joseon philosophy. In his An Overview of Joseon Philosophical Ideas, the first description of 'Joseon philosophy' as an independent field, he proposed philosophy as one of three sources of pride in Joseon and asserted its uniqueness and originality compared to the West. It was an attempt to grasp the peculiarity of Joseon ideas from a perspective of the history of universal human civilization. He considered 'Jong'(倧) as an ideological foundation held from the ancient to the modern times, and the acceptance of Buddhism and Confucianism as beneficial to 'Joseon philosophy'. The birth of 'Joseon philosophy', the modern transformation of the traditional knowledge system, was an intellectual experiment to apply traditional knowledge to the modern disciplinary classification system.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.175-187
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2020
The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.
The purpose of this study is to deeply explore the communication process with team members perceived by team leader. To this end, in-depth interviews were conducted with 10 team leaders, and analyzed according to the grounded theory research method procedure suggested by Strauss and Corbin. As a results, a total of 51 concepts, 17 subcategories, and 8 categories were derived. As a causal condition, the concept of 'contemplating and reinterpreting communication necessary for the organization' was derived, and the central phenomenon was 'intentional effort made in parallel with work and private conversations'. The contextual condition was 'recognizing the need to cope with environmental changes', and the mediating condition was 'self-reflection and self-coaching time' was derived. The action/interaction strategy was conceptualized as a communication process with task-oriented coping, conflict resolution coping, and relationship promotion coping, and was confirmed as 'recognizing virtuous cycle communication within the organization' as a result of interaction with the central phenomenon. As a result of analysis of the team leader's communication process, the effort stage, approach stage, coping stage, and cycle stage were shown. As a result of the type analysis, task-oriented coping was a facilitator, conflict resolution coping was a supporter, and relationship promotion coping was a considerate. This study is an empirical study on how the corporate team leader perceives and expresses communication in the relationship with the team members.
The traditional image of hydraulic excavator started to change in two ways since 1990. First, post-heavy equipment's visual image was new waves to traditional image of heavy, strong, and wild. They are the negative aspect that excavators have. Another movement of getting rid of its negative image can be found in late-heavy equipment, which was intended to adapt traditional and positive, but off negative images. In 1990s, the design trend is moving from warm/hard to warm/soft, and KOBELCO can be exceptional example that went even further, gone up to cool-soft image. KOBELCO specially aimed 'post- excavator image' strategy, which has been successful. Image of cabin as a human space changed little bit further than outside image. Each company tried to differentiate the design of cabin focusing on its safety. Following paragraphs show specific trend of image change in form, colour, texture, and the composition. Major visual image change in form tries to follow the image of cars and home appliances which are showing the movement from tough and hard image to soft one. Structural change on local image shows the movement from angular edge to edgeless and the movement of cabin's pillar C placed to back of the equipment with gentle inclination. All of these movements are the result of effort to improve traditional excavator's negative image, that top structure is assembled separately, to positive ones. Today's tendency about its color becomes important to apply two different colour styles. Each style has brightness and tone comparison. As an enormous power convey system, it was in common that its brightness comparison was useful because of the alarm of its damage possibility. However, as its colour control and its design have been emphasized gradually, the tone comparison takes a part in an important role, too. As an example, there is an occasion that these comparisons are compromised simultaneously. In the respect of its image creation, its texture treatments make the tendency of being the same as passenger cars. It is caused from its development of the manufacture techniques of from the fabrication method in small business to the press method in big firm. Further, it is also because of its improvement of painting & coating skills. It may prohibit the reflection effect from solar rays. In the point of view of its visual images, it is recognized the prominent tendency that its composition has been gradually decreased. Lots of windows and the frames tends dark-colour as a whole. It is more preferred to have one colour image, but except KOBELCO and HITACHI. As well, there is another high-tendency to improve its standard treatments, especially for its corner and texture treatments.
The 21st century could be called the age of Experience Economy associated with the importance to external and internal experience of product users. It needs the understanding of customer's needs in new point of view. In the area of design development, it requires the extensive application of experience from traditional method that was based on the style and usability to more advanced concept. To correspond to these changes, we need to explore new customer's value system for knowledge-information design and systematic approaches to experience system. The purpose of this research is to define the concept of 'experience' newly in the importance side of customer's life, form a clear definition of experience design and present the model of application system. Theoretical frameworks of this research are based on the Empiricism and John Dewey's theory. By applying these frameworks make dear the concept of experience concept and reanalysis the meaning and style in the perspective of design. In this process, we can extract the main factors that inducing the experience, create new application system and model again to the field of design. Application model can creates various experiences through supplying different experience style and factors for customer, make customer realize experience object. Experience designs offer optimal experience to users by making a plan and design experience to user's goal.
The purpose of this study is to develop a new architectural language and design strategies that would anticipate and incorporate new historical situations and new paradigms to understand the world. It consists of four sections as follows: First, it presents a new interpretation of space, human body, and movement that we find in modern art and tries to combine that new artistic insight with environmental design to provide a theoretical basis for performance-event architecture. Second, it conceives of architectural environment as a combination of space, movement, and probabilistic situations rather than a mere conglomeration of material. It also perceives the environment as a stage for performance and the act of designing as a performance. Third, in this context, man is conceived of as an organic system that responds to, interacts with, and adapts himself to his environment through self-regulation. By the same token, architecture should be a dynamic system that undergoes a constant transformation in its attempt to accommodate human actions and behaviors as he copes with the contemporary philosophy characterized by the principle of uncertainty, fast-changing society, and the new developments in technology. Fourth, the relativistic and organic view-point that constitutes the background for all this is radically different from the causalistic and mechanistic view that characterized the forms and functions of modernistic design. The present study places a great emphases on dematerialistic conception of environment and puts forth a disprogramming method that would accommodate interchangeability in the passage of time and the intertextuality of form and function. In the event, performance-event architecture is a strategy based on the systems world-view that would enable the recovery of man's autonomy and the reconception of his environment as an object of art.
This study, based on the research on the history of life, aimed to recompose and analyze into what life progressive structure the life experience by the mentally ill, after the onslaught of the disease, developed in a bid to understand the risk progress in the mentally ill's life, and to determine what contributed to the current stabilized recovery and adjustment. Five mentally ill persons participated in the study, and Sch$\ddot{u}$tze's narrative interview was used to gather data. The gathered data were analyzed according to Sch$\ddot{u}$tze's process structure of life. The interviewees' life experiences were chronologically organized as understood, and significant stories were recomposed that not only brought about changes but also helped overcome their disabilities in the process of treatment and rehabilitation after the onslaught of the disease. As a result, their experiences were recomposed into the stage of onslaught of the mental illness and confusion, and into the stage of intensive treatment and rehabilitation. The former was categorized into suppression by the disease, repetition and endurance of the painful life, and separation from their family and frustration. The latter was categorized into the rediscovery of self through social role change, others who helped realize the life potential, the expansion of mental health services in the community, obstacle to the integration of communities, re-integration of family relationships, re-analysis of experience of the disease through the examination of the life prior to onslaught of the disease, and expectation for the future. Also, these themes were comparatively examined so as to examine the crisis progress in the mentally ill's life after the onslaught of the disease, as well as the life transfer process through positive rehabilitation. Lastly, on the basis of these results, important areas of mental health services for the mentally ill were discussed.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.2
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pp.37-51
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2016
Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.
In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.
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