• Title/Summary/Keyword: Contextual Design

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Expressional Characteristics of Interior Design Presented in Exhibition Spaces of Jean-Michel Wilmotte (장 미쉘 빌모트의 전시공간에 나타난 실내디자인 표현특성)

  • Song, Ga-Hyun;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.87-94
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    • 2014
  • Today, the growing number of international architects enters the open market of South Korean architecture and interior from exhibition spaces such as art galleries to buildings of major companies. Establishing new local landmarks, their works have a considerable influence on the development of architecture. Among many, French architect Jean-Michel Wilmotte has worked consistently in South Korea. The purpose of this study is to analyze and put together the expression characteristic of the interior design in his exhibition spaces including Gana Art Gallery. Jean-Michel Wilmotte has designed based on the history, culture, society, and arts in France and other European countries, and is influenced by architects like Charles Rennie Mackintosh, Josef Hoffmann, and Carlo Scarpa. Such an influence is shown in the form of contrast between verticality and horizontality as well as the fortification in his modern classical characteristic, which is one of his expression characters. In his work of improving the ancient architecture, Wilmotte is good at creating a modern space through contextual expression, and the textural contrast between materials of the past and the present. Thus I performed an analysis of the expression characteristic of the interior design in National Museum of Contemporary Art of Chiado in Lisbon, Cognac Hennessy Museum in France, Gana Art Gallery in Korea, Mus$\acute{e}$e du Pr$\acute{e}$sident Jacques Chirac in Sarran, France, Ullens Center for Contemporary Art (UCCA) in Beijing, and lastly Mus$\acute{e}$e d'Orsay in Paris. The results show that he maintains the spatial context by applying contemporary design to the preserved existing structure, continues the flow of exhibition through the lightings in the corridors and on the ceiling, and seeks for a balance by adding vertical or horizontal elements to the elevation. In the interior, the staircase and exhibition structure are turned into objects, and the contrasting texture of the wall vitalizes the space. Wilmotte redesigns the space of the past and the present by using indirect joint that allows an organic connection of the old and new structures, and by minimizing the conflict between the two elements through prefabrication. The expression character of his interior design will be potential resources for architects and interior designers to develop their own design languages.

A Content Analysis on the Program Design Activities in the Proposals for Social Work Programs in Korea. (사회복지 프로그램 제안서에 나타난 프로그램 디자인 활동의 특성에 대한 연구)

  • Seo, In-Hae;Kong, Gye-Soon
    • Korean Journal of Social Welfare
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    • v.60 no.1
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    • pp.103-125
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    • 2008
  • Recently, it has been observed that social workers in Korea face diverse difficulties in designing social work programs. These difficulties require researchers to conduct a study on the contextual features of the difficulties. This study is to analyze the characteristics of the social work program proposals on the basis of program components. Research method used in the study is content analysis. Two researchers developed the analytic tool based on literature review and a pilot test, and analyzed 73 proposals submitted to a private welfare foundation from nationwide social work agencies in 2005 and 2006. As a result, although each program was designed in a proposal according to standardized form, there were creative diversities in designing social work programs. In addition, there were confusions in the three areas: conceptual and logical confusion, research and analytical confusion, and concrete and procedural confusion. Finally the researchers suggested several tasks and recommendations for the areas of research, education, and practice to solve these confusions in Korea.

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An Exploratory Study on the Uniqueness of Crowds and its Implications for Public Data Platform Design from the Information Processing View (정보처리관점에서 본 대중의 특성과 공공데이터 플랫폼 설계 시사점에 관한 탐색 연구)

  • Kim, Sang Wook;Lee, Jae Sook
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.373-381
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    • 2017
  • As the viewpoint of data evolves from business resources to value resources, the focus on the data processing is rapidly shifting from the cartesian (alphanumeric) to the contextual. In response to this trend, the government is actively promoting the utilization of public data by the private sectors. With a focus on the fact that the mainstream of public data users is the crowds, this study, therefore, seeks to identify differences between the members and the crowds from information processing view, followed by presenting directions and main points for the design of data platform. This study is perhaps to be a starting point for finding practical alternatives for creating 'collective intelligence ecosystem' and to be a basis for building a big data base in response to the opening of public data.

UI for Supporting Old Age's Prospective Memory (노인의 미래기억을 보조하는 UI)

  • Yoon, Yong-Sik;Sohn, Young-Woo
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.89-95
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    • 2006
  • Prospective memory is memory for activities to be performed in the future, such as remembering to purchase a piece of fruit on the way home or remembering to give someone a telephone message. Due to the decrease in memory ability, the aged have difficulty in remembering the tasks they intended to perform in the future. Employing survey and experimental methods, we identified the UI requirements for enhancing prospective memory (PM) performance for the aged. The survey included subjective assessments of PM performance for the aged and their preferred usability components and PM-supporting systems in an ubiquitous computing environment. The experiment examined the effect of contextual cues on PM performance for the young and the aged. Practical implications of our results were discussed in the respects of PM-supporting UI design requirements for the aged.

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The Design And Implementation of the Web-Based Performance Assessment System for the Effective Instruction and Learning (효율적 교수학습을 위한 웹 기반 수행평가 시스템 설계 및 구현)

  • Kwon, Hyung-Kyu;Lee, Eun-Jung
    • Journal of The Korean Association of Information Education
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    • v.8 no.1
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    • pp.125-137
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    • 2004
  • This research presents a performance assessment system of which the purpose is to increase the effectiveness of the instruction and learning through the on-the-job superintendent of the instructor, the self-directed learning of the learner, and the interaction between instructors and students. The presented performance assessment system applies the problem-based situated learning of the web-based performance assessment to the production, the execution, the assessment, and the transmission of the test. For the effective administration and learning in the school, we applies the Problem-Based Learning of constructivism and the web-based situated learning of the learning community to the system design. The production of the web-based performance assessment shows that the problem-based and self-directed learning of the assessment are achieved through the web-based automatic production of the performance assessment, and the contextual learning by case-based learning is performed by the production of the template of the performance assessment.

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Construction Status and Proposal for Information Communication Facility of Childcare Center -After COVID19, focusing on IT Technology Utilization- (어린이집 정보통신설비 구축현황 및 제안 -COVID19 이후 IT기술활용 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.43-50
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    • 2020
  • The purpose of this study is to examine the case of constructing information and communication facilities in daycare centers and to propose an educational environment that can foster young talents who can lead the era of the fourth industrial revolution. In particular, after COVID19, a method was proposed to create an information and communication environment suitable for children to receive personalized education, and to create an environment for experiential education if possible, and at the same time to enable averaging of customized learning. Since there has been no research on information and communication facilities in daycare centers, we intend to place significance on starting, and in the future, to foster creative and contextual children, we will reduce the movement of teachers through smart speakers and mobile devices, and tailor the educational environment through AI data. I think that the design of the daycare center should be changed in the direction of making the product. To this end, the CM role of information and communication supervision is needed, and it is hoped that it will become a design standard for daycare centers after COVID19 by developing research on daycare centers.

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1475-1480
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    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

Proposal of Emotion Recognition Service in Mobile Health Application (모바일 헬스 애플리케이션의 감정인식 서비스 제안)

  • Ha, Mina;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.1
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    • pp.233-246
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    • 2016
  • Mobile health industry has been combined with IT technology and is attracting attention. The health application has been developed to provide users a healthy life style. First of all, 5 mobile health applications were selected and reviewed in terms of their service trend. It turned out that none of those applications had any emotional data but physical one. Secondly, to extract users' emotion, technological researches were sorted into different categories. And the result implied that text-based emotion recognition technology is the most suitable for the mobile health service. To implement the service, the application was designed and developed the process of emotion recognition system based on the contents of the research. One-dimension emotion model, which is the standard of classifying emotional data and social network service, was set up as a source. In last, to suggest the usage of health application has been combined with persuasive technology. As a result, this paper prospered a overall service process, concrete service scheme and a guidelines containing 15 services in accordance with the five emotions and time. It is expected to become a direction for indicators considering a psychological individual context.