• Title/Summary/Keyword: ACTIVITY SPACE FOR THE EXPERIENCE

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Analysis of Courtyard in Middle Schools - For Public Middle School in Ulsan - (중학교 중정 공간 분석 - 울산광역시 공립 중학교를 대상으로 -)

  • Kim, Hyeon-Mi;Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.18 no.3
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    • pp.28-38
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    • 2019
  • For students and staff members who spend long periods of time in school, schools must meet a variety of needs such as learning, rest, experience, exchange, play, culture, meeting, and meals. The purpose of this study is to provide basic data aim at improving the school environment by investigating and analyzing the characteristics of middle school students'. For this purpose, the theoretical data collection : case studies and questionnaires, were conducted to analyze the correlation between student's activities and the space utilization of the school. First of all, a questionnaire survey was conducted on 301 middle school students in Ulsan. The t-test and ANOVA analysis were conducted on the questionnaire results to examine whether there was any difference in the perception of school space. The analysis showed significant correlation between interaction with school space according to the characteristics of students' activities. However, there are problems such as the use of space for various.

Analysis of the contents of Practice and Synthetic Application area in Yanbian Textbooks (중국 연변 수학 교과서의 실천과 종합응용 영역에 나타난 학습내용 분석)

  • Lee, Daehyun
    • Journal of the Korean School Mathematics Society
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    • v.16 no.2
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    • pp.319-335
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    • 2013
  • Chinese mathematical curriculum is divided 4 areas(number and algebra, space and figure, statistics and probability, practice and synthetic application). The purpose of this paper is to analyze the contents of the practice and synthetic application in yanbian elementary textbook. For this, 12-textbook which was published in yeonbeon a publishing company is analyze by topic, mathematical process, area of content and mathematical activity. mathematical process The following results have been drawn from this study. First, contextual backgrounds of practice are restricted in classroom. The contents of synthetic application are limited in connection of mathematical areas. Mathematical problem solving is a main in mathematical process, whereas reasoning activity is a few. Mathematical experience activity is a main in mathematical process, whereas synthetic activity is a few. We can use the suggestions of this paper for development of textbook and the contents of mathematical process.

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A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments- (초등학교 설계를 위한 디자인게임 방법에 대한 연구)

  • Kim, Hye-Jung
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.6
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    • pp.29-41
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    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.

Evaluation of Smart Lighting User Experience in Smart Safety Living Lab (스마트안전 리빙랩에서의 스마트 조명 사용자경험 평가)

  • Jo, Eun-Ji;Ryu, Do-Hyeon;Kim, Kwang-Jae;Lee, Gi-Hyun;Yun, Jung-Min;Cho, Jung-Hyun;Jeon, Kwang-sik;Lee, Ji-Yeon
    • Journal of Korean Society for Quality Management
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    • v.50 no.4
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    • pp.679-700
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    • 2022
  • Purpose: Smart lighting adjusts brightness and color temperature according to weather, the user's activity, mood, etc. This study performed user experience(UX) evaluation of smart lighting in a living lab. The purpose of evaluating UX and analyzing the evaluation results is to improve user-friendliness and market competitiveness of smart lighting Methods: A living lab is a virtual or physical space where various stakeholders participate to develop, verify, and evaluate products, services, or systems in a real-life environment. In this study, an environment of using smart lighting was established in the Smart Safety Living Lab. Subjects performed UX evaluation after interacting freely with smart lighting in the Smart Safety Living Lab. Results: As a result of UX evaluation, it was confirmed that UX was overall excellent and subjects were satisfied with setting a desired indoor mood through smart lighting. However, operating the switch of smart lighting may be difficult due to its complexity, and it is needed to improve some functionalities such as the brightness range provided by smart lighting. Conclusion: This study is expected to contribute to establishing the way of UX improvement of smart lighting. This study is also expected to contribute to developing smart lighting as a high-quality product by reflecting the subjects' needs and UX derived in a real-life environment.

A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.99-109
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    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.

The Development of Visualization Indicators for Case-study of Urban Geo-Spatial Information Visualization (도시공간정보 시각화 사례분석을 위한 지표 선정에 관한 연구)

  • Kim, Mi-Yun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.3
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    • pp.49-58
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    • 2012
  • In Regarding urban geo-spatial information visualization in this study, visualization of physical attribute information is mostly related to the representation of spatial domain and physical objects, and visualization of non-physical attribute information has to do with visualizing citizens and their activity information in the physical environment. In particular, a citizen, one of the non-physical information attributes, is characterized by a constant mobility in the physical environment, and thus visualization of his/her activity information is vital in conveying information because this information may not be depicted with any given, fixed figures. In consideration of this difficulty, this study integrates interrelationship among urban space, human needs, social relations, and lifestyles into a 'high-tech' service where experience in time and space is possible. To analyze the web-service and visualization cases, the study has selected visualization indicators consisting of information representation objective, information representation means, and information representation result. The results of the case analysis through specific indicators set a range in information representation objective, means, and result, thereby forming a user-friendly environment in which representational results are readily available to users, and ultimately expanding the users' selection range coming with a variety of options. This study also assumes that a wide range of service provision is needed to reflect users' needs in developing urban geo-spatial service model, and the display of its results should visualize users' satisfaction to construct the best information needed to users.

A Study of the Detailed Typology of School Outdoor Spaces - For a Recent Landscaping School in Seoul - (학교옥외공간의 세부 유형 분류 연구 - 서울시 최근 조경사업 학교를 대상으로 -)

  • Ahn, Myung June
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.4
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    • pp.56-68
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    • 2024
  • This study aimed to derive the concept and types of school outdoor spaces in Seoul. The research results showed that the concept of school outdoor space can be viewed as an outdoor activity space in schools that secures the value of integrated public life and communal life, including "behavioral rights, walking rights, living rights, urban rights, landscape rights (viewing rights), and nature experience rights." It can also be defined as a basic educational space that reflects the value of education, which is the basic function of schools and the characteristics of the community. As a result of the analysis based on the general types of outdoor spaces, it was found that the outdoor spaces of Seoul schools can be divided into three major categories: walking space (movement function), educational space (educational activities), and rest and other spaces (other services). Based on this, outdoor spaces were categorized and subcategorized to serve as the basis for policy implementation. These classifications are characterized by 1) simplifying the classification of spaces by function into three (movement functions, educational activities, and other services) to enable the use of outdoor spaces for integrated purposes; 2) reflecting the complex use of spaces by subdividing educational spaces focusing on major activities, and in particular, discovering complex spaces due to the three-dimensionalization of buildings; and 3) enabling spatial-level planning and facility element-level access according to school characteristics. It is characterized by applying the recent trends and systems of general outdoor space projects to the current situation of schools.

Analysis and Classification of In-Vehicle Activity Based on Literature Study for Interior Design of Fully Autonomous Vehicle (완전 자율주행 자동차의 실내공간 설계를 위한 문헌연구 기반의 실내행위 분석 및 유형화)

  • Kwon, Ju Yeong;Ju, Da Young
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.5-20
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    • 2018
  • The fully autonomous vehicle, which has been actively studied in a worldwide before commercialization, is expected to become a living space by securing time and space compared to existing automobile. For this reason, interior design of fully autonomous vehicle has become very important. To enhance passenger's experience and satisfaction in fully autonomous vehicle, it is necessary to design an optimized space that can support in-vehicle activities. For this purpose, efforts to analyze the passenger's in-vehicle activities should be preceded. However, there were limited studies that define space and in-Vehicle activities of fully autonomous vehicle in Korea. The purpose of this study is to suggest the guideline of the interior design of fully autonomous vehicle by analyzing and classifying the scope of activities that the passenger can perform within the vehicle. As a method of the study, literature studies on future concept cars, human lifetime behavior and consumer needs had been conducted. As a result in-vehicle activities could be applied in a fully autonomous vehicle. Four in-vehicle activities 'work', 'home life and personal care', 'relaxation' and 'conversation and hobby' had been derived through the analysis of in-vehicle activities. Based on the results, the interior design of fully autonomous vehicle guideline has been suggested. The study is significant because the result of the study can act as a basic study which considers the activities in the fully autonomous vehicle environment.

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A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

인지발달에 근거를 둔 수학학습 유형 탐색

  • 박성태
    • The Mathematical Education
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    • v.34 no.1
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    • pp.17-63
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    • 1995
  • The exploration of Mathematics-learningmodel on the basis of Cognitive development The purpose of this paper is to sequenctialize Mathematics-learning contents, and to explore teaching-learning model for mathematics, with on the basis of the theory of cognitive development and the period of condservation formation for children. The Specific topics are as follows: (1) Systemizing those theories of cognitive development which are related to Mathematics - learning for children. (2) Organizing a sequence of Mathematics - learning, on the basis of experimental research for the period of conservation formation for children. (3) Comparing the effects of 4 types of teaching - learning model, on the basis of inference activity and operational learning principle. $\circled1$ Induction-operation(IO) $\circled2$ Induction-explanation(IE) $\circled3$ Deduction-operation(DO) $\circled4$ Deduction-explanation(DE) The results of the subjects are as follows: (1) Cognitive development theory and Mathe-matics education. $\circled1$ Congnitive development can be achieved by constant space and Mathematics know-ledge is obtained by the interaction of experience and reason. $\circled2$ The stages of congnitive development for children form a hierarchical system, its function has a continuity and acts orderly. Therefore we need to apply cognitive development for children to teach mathematics systematically and orderly. (2) Sequence of mathematical concepts. $\circled1$ The learning effect of mathematical concepts occurs when this coincides with the period of conservation formation for children. $\circled2$ Mathematics Curriculum of Elementary Schools in Korea matches with the experimental research about the period of Piaget's conservation formation. (3) Exploration of a teaching-learning model for mathematics. $\circled1$ Mathematics learning is to be centered on learning by experience such as observation, operation, experiment and actual measurement. $\circled2$ Mathematical learning has better results in from inductional inference rather than deductional inference, and from operational inference rather than explanatory inference.

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