• Title/Summary/Keyword: Case study as design aspect

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A Study on The Common Dimensions of Timber Framework of Folk House in Yeosu City (여수지역 재래 민가(在來 民家) 가구(架構) 구성의 공통치수에 관한 연구)

  • Park, Chan;Watanabe, Masahiro;Kim, Jeong-Gyun
    • Journal of the Korean Institute of Rural Architecture
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    • v.20 no.2
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    • pp.19-28
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    • 2018
  • This study investigated the basic data of architectural design about framework dimensions inherent in a folk house of Yeosu city generally and systematically. We investigated the common dimensions of framework constitution for folk house (main building) seen a lot in Yeosu city. Most of the folk houses in Yeosu city were common people houses built from the end of 19th century to the 1960s and have maintained the same style for a long time. As a result of the study, common dimensions were calculated in two ways. One is Front toi/3ryang house and the other is Front/back toi/2kozu5ryang house. Front/back toi house was large in the case of full width, total height, and member thickness but, width of the front kan is no big difference. In other words, the scale of Front toi house and Front/back toi house is difference only in the rest except front kan (width). Among calculated common dimensions, the front kan of Front toi house and Front/back toi house in the plan, the kitchen is the widest, and the size is the same at 8.7 chucks degree. The next became small little by little in order of room 1(main room), room 2(center room), room 3(end room). As a result, the size of the room 3 of Front toi house reaches 7.7 chucks, and room 3 of Front/back toi house reaches 8.0 chucks. In the section dimensions, pillar height is in sum of floor height and pillar core height, Front toi house is 7.9 chucks, and Front/back toi house is 8.2 chucks. The investigation of basic data of architectural design is not only makes possible to grasp specific and simple to three-dimensional universal aspect on framework dimensions, but also documentation of folk house design know-how is done, and the architectural design standards of Korean folk house is written in the contents according to the area.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Exploring the Theoretical Trends of an Integrated Environmental Design (통합적 환경설계 이론 기초 연구)

  • Ahn, Myung-June;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.2
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    • pp.14-25
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    • 2009
  • We live in an age which is exponentially growing as the knowledge paradigm is changing. New sites are subject to contemporary landscape architecture function as "fields" in which this hybrid aspect is both actively practiced and becoming a catalyst for change in the area of landscape architecture. With this as its background, this study attempts to deal with how the aspect of integration in environmental design is manifested. For this purpose, the tendencies for the discussion of integration in various fields of practice were examined: planning theories, urban theories, architecture, public environment, engineering, and landscape architecture. As yet, the discussions of interdisciplinary integration, which occur in practice in these respective fields, mainly tend to be oriented toward the effective implementation of the merits of other related fields. Seen from these examples of practice, integrated design approaches can be found in the following three aspects: design objects, respective professional areas, and methodologies of approaches and design. In terms of design objects, the positions of individual design subjects present themselves as most obvious, and integration or combination of the physical targets that come to exist through design can be easily seen. Most examples of integration turn out to be this, in almost every case of which the theme and the target of expression are integrated via a small number of certain methods. In terms of professional areas, what can be mainly evidenced is how the individual subject acts when the subject designs. The strong points of professionals from each field seem to create synergy, achieving through integration optimum results. In terms of methodologies of approaches and design, there are attempts to create integrated approaches as ways of effective decision-making, in which case the integration of all of the interest parties is of primary concern. As yet, few instances have been found in which integrated design has had enough strength to be seen as a concrete design methodology based on practical examples. However, it is encouraging that theoretical approaches and the necessity for integrated design have been identified from multiple perspectives, and that a practical movement such as landscape urbanism has come into active being. The authors of this study find this point in time to be ripe for discussions on integrated practices in terms of environmental design, on the basis of the synthetic approaches mentioned above.

A Study on Positive User Experience Design for Customer to Participate as a Unexpectedness (적극적인 고객 참여를 위한 사용자 경험으로서 의외성에 관한 연구)

  • Lee, Kyu Tae;Kim, Sung Hoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.171-182
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    • 2010
  • The precent, many outdoor advertisements in the media has such experience. Looking at the trend of outdoor advertising media, visual stimuli, causing extreme curiosity, stimulate emotion, expression, such as illogical to consumers using a variety of unexpectedness "surprising expression" attempt to give a strong impression on consumers appears to can. In this study, outdoor advertising media, outdoor advertising is now through the case study to evaluate the characteristics of the media in the unexpectedness, in the process based on components derived extraordinariness configure Tetrad Map and extraordinariness factors of outdoor advertising media Analysis of the key elements to configure the user experience factor that has the purpose of identifying the characteristics extraordinariness. As a result of analysis of outdoor advertising media element to configure the Visual / Installation / Technology / Story of the most important factors acting Visual elements were found to be leveraging. Components, as well as factors was higher than the interest factor involved. So now with the development of outdoor advertising media, the unexpectedness expression appears in the flow, limited to the visual aspect of extraordinariness factors that could be seen being used. Characteristics of outdoor advertising media in the past did not deviate more as consumers look to stimulate the technical attributes of a visual form that could be seen to be extended.

A study on value creation through case analysis of design collaboration (디자인 콜라보레이션 사례분석을 통한 가치 창출 연구)

  • Min, Sung-Hong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.385-390
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    • 2018
  • This study categorizes cases of industry-wide collaboration works, which is getting more actively conducted in a various forms and purposes for forming fixed brand identity and reinforcing brand identity, by analyzing its characteristics, and suggests new categorization in brand marketing perspective with diverse cases. Furthermore, the concept of collaboration in $4^{th}$ industrial revolution, so-called ICT, IOT, is studied for seeking developmental direction of collaboration which is being. As a result, approaches about application methods of and categorizing methods of collaboration in the aspect of design and branding were seeked. Based on this research, it is expected to be used as a reference for branding and marketing approach to domestic collaboration works, and it is also hoped to help following researches on guide line and following researches on collaboration.

Mass customization model and design strategy for consumer electronic industry (가전사업을 위한 매스커스터마이제이션 모델과 디자인 전략)

  • 변재형
    • Archives of design research
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    • v.15 no.2
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    • pp.233-242
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    • 2002
  • Mass customization is a paradoxical word which has some difficulties in introducing to consumer electronic industry due to its mass production system for economy of scale. On the basis of literature review and case studies, this study suggests the mass customization model and design strategy suitable for consumer electronic industry in the aspect of product design. Mass customization models are divided into manufacturer side customization, deliverer side customization, and customer side customization. And the fast is considered as appropriative to consumer electronic industry. Collecting customer 's needs, modular product design, and adopting basic product platform for derivation by 3rd party manufacturer can be used as design strategy for this model. For realization of the mass customization, further research in the area of the participative design for collecting practical design needs of customer wh o are inexpert to product design is needed.

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Architectural Planning for Creative Education Utilizing Unused Space in Campus - Focused on the Case Study of GNU IDEA Factory - (캠퍼스 유휴공간을 활용한 창의교육 공간 계획 - GNU IDEA Factory 사례를 중심으로 -)

  • Kang, Seok-Jin;Ha, Dong-Lyul
    • Journal of the Korean Institute of Educational Facilities
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    • v.25 no.6
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    • pp.29-34
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    • 2018
  • The purpose of this study is to plan a environment for creative education in university campus. According to the literature review, the necessity of improvement of educational program and physical environment is increasing because of rapidly social and industrial structure change. In this aspect, G university decided to make space for creative education utilizing unused space in campus. The space design concept was established as a cell based on the fact that the educational space was a place where students grow up and was named GNU IDEA Factory. The planning site was decided on the existing piloti to solve problems of lack budget and space. This space consisted of rooms for creative education, autonomous students' activity, and exhibition and was designed by organistic structure. In conclusion it was thought that GNU IDEA Factory would be a case of environment for creative education and activity if it was supported proper program and usable equipments.

Aerodynamic Force Measurement of Counter-Rotating System (동축 반전 시스템의 공력측정)

  • Kim, Su-Yean;Choi, Jong-Wook;Kim, Sung-Cho
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.39-42
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    • 2008
  • In the case of the general helicopter among rotorcraft, length of the rotor blade for thrust-generation is longer than that of fuselage and tail rotor is required in order to compensate moment of the fuselage. For those reasons, enough space for take-off and landing should be secured and an accessibility for building is low. Also, the accidents caused by tail rotor occur frequently. However, the case of counter-rotating has merits that tail rotor is unnecessary as well as length of the rotor blade can be shortened but has a weakness that the weight of body is increased. In the present study, aerodynamic force measurement on single rotor system equipped with NACA0012 airfoil, which has aspect ratio of 6 and chord length of 35.5 mm, was carried out. And measurement was conducted with blade which has a half size of the former blade by using single motor counter-rotating. Aerodynamic force measurement was acquired by using 6-component balances and coefficients of thrust and power were derived along the pitch angle varying from 0$^{\circ}$ to 90$^{\circ}$ with the increment of 10$^{\circ}$. Those aerodynamic force data will be utilized for the design and production of brand-new counter-rotating rotor blade system which has same thrust with single blade system and provides a good accessibility to building by reducing its blade length.

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Improvement of Construction Management for Building Remodeling Projects (건축물 리모델링 프로젝트 사례적용에 의한 시공관리 개선방안)

  • Yeo Un-Yong;Yoon You-Sang;Suh Sang-Wook;Lim Byung-Wook
    • Korean Journal of Construction Engineering and Management
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    • v.5 no.4 s.20
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    • pp.122-129
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    • 2004
  • The purpose of this study is to propose a way that improves the construction management for remodeling of building. The study attempts to deal with the case study for application and suggests some positive and negative lessons. The main contents and results of the study are as follows. (1) Through the repetitive joint meetings among the various participants, decision making for the remodeling process can be speeded up. (2) Clear work order and communication for work scope can be accomplished by using perspective drawing in design phase. (3) Reliable construction planning and scheduling for remodeling of building can be proposed through case study. (4) By a sound survey, conflict elements can be resolved in advance. Also reasonable procurement plan of equipments and multi-skilled labor can be important factors to keep a construction schedule in time. (5) Through the comparison a case project with other sites having a similar work scope, improvement effect in a time and cost aspect was analyzed quantitatively. The study also recommends that, as a future research, the remodeling process model be developed for more general applications in remodeling of building.

Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.