• Title/Summary/Keyword: Design Criticism

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The questionable effectiveness of code accidental eccentricity

  • Ouazir, Abderrahmane;Hadjadj, Asma;Gasmi, Hatem;Karoui, Hatem
    • Structural Engineering and Mechanics
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    • v.83 no.1
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    • pp.45-51
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    • 2022
  • The need to account for accidental torsion in seismic design is no longer debatable, however, the seismic codes' requirement for accidental eccentricity has recently faced criticism. In order to get as close to real conditions as possible, this study investigated the impact of accidental torsion in symmetric RC multistory buildings caused by one of its many sources, the torsional earthquake component, and compared the results to those obtained by using the accidental eccentricity recommended by the codes (shifting the center of mass). To cover a wide range of frequencies and site conditions, two types of torsion seismic components were used: a recorded torsion accelerogram and five others generated using translation accelerograms. The main parameters that govern seismic responses, such as the number of stories (to account for the influence of all modes of vibration) and the frequency ratio (Ω) variation, were studied in terms of inter-story drift and displacement responses, as well as torsional moment. The results show that the eccentricity ratio of 5% required by most codes for accidental torsion should be reexamined and that it is prudent for computer analysis to use the static moment approach to implement the accidental eccentricity while waiting for new seismic code recommendations on the subject.

The Effect of Problem-Based Learning for Patient Safety on Self-Leadership, Patient Safety Competencies, and Reflective Thinking of Nursing Students

  • Park, Jung-Ha;Yun, Ji-Ah;Park, Kyoung-Duck
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.194-204
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    • 2022
  • This study is a one-group pretest-posttest design to evaluate the effect of problem-based learning (PBL) for patient safety on self-leadership, patient safety competencies, and reflective thinking of nursing students. The research was conducted from March 2 to April 15, 2022, in which 57 nursing students participated. PBL for patient safety was examined in a total of 8 sessions in the order of motivation, problem identification, task performance planning, problem-solving methods, summary and solution, presentation, and evaluation. The following topics of patient safety were selected for each team: nursing records, high-alert medication, medication error and intravenous fluid regulation, blood transfusion care, fall, bedsore, infection control, and pain management. We provided feedback on the learning process and outcomes of nursing students. According to the results, self-leadership showed a statistically significant improvement in self-expectations (t=2.60, p=0.01), goal setting (t=2.84, p<0.01), self-reward (t=3.32, p<0.01), and self-criticism (t=2.32, p=0.02). Patient safety competencies showed a statistically significant improvement in patient safety knowledge (t=13.05, p<0.001) and patient safety skills (t=4.87, p<0.001) but not in reflective thinking. The results prove that PBL for patient safety is an effective teaching-learning strategy to improve self-leadership and patient safety competencies. Future studies must develop and validate specific and long-term teaching-learning methods to improve reflective thinking.

An Analysis of Current States and Curriculums of Interior Design Major at Vocational High Schools and Suggestions for Improvement (실업계 고등학교 실내디자인전공 활성화를 위한 교육현장의 실태와 교과내용 분석)

  • 김대년;오혜경;천진희
    • Journal of the Korean Home Economics Association
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    • v.39 no.12
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    • pp.1-14
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    • 2001
  • The purpose of this study was to analyze the current states of interior design as a major at vocational high schools and to suggest ways in which it can be improved. Three hundred and four students and twelve teachers of two vocational high schools comprised the sample population for this study. Data was collected using two methods, questionnaires and interviews. Frequency distribution, mean, and chi-square tests were used to analyze the data. The findings of this study are as follows: The student respondents were more interested in studying residential design, furniture design and making, drafting and perspective drawing than other areas of study. Most teachers had difficulties teaching the subject of residential design because they were not well educated with this area. Surprisingly most students hoped to extend their education to a university or college after graduation, not to enter the workforce. According to teachers'responses, almost ninety percentage of students entered university or college. And more than two thirds of the students desired to study an interior design related major at the university level. Among graduates having jobs, half of them were working in interior design fields. If the students had to choose their jobs, they would work in interior design fields. The variables differentiating several related careers after graduation were school, grade, and sex. The students viewed interior design, interior coordination, and CAD related work as fields likely to enter upon graduating from vocational high schools; however, teachers viewed furniture making, interior accessorizing, and home fashion as fields more appropriate to the students'level of training. The teacher respondents criticized the textbooks in four categories; suitability with the students'level was average or below average; students'interest level and students'understanding level were average or above average; and whether the book was easy or difficult to be utilized for the purposes of teaching was also average or above average. The criticism was a little diverse depending on each book or each chapter. The teachers pointed out several problems using those books, such as insufficient examples or explanation, lack of coherence between some chapters, and an incompatibility with the allotted time frame in class. The merits of the textbooks varied such as a well organized structure, ability to generate students'interest. This study revealed that the strategy for improving the interior design major at vocational high schools should invoke, 1) dividing students into two groups-one to enter a university; the other to have jobs after graduation to focus their interests. 2) improving textbooks more appropriate to the students. 3) providing present teachers the opportunities for in-service training and hiring new teachers with credentials more suitable to educate students who desire to be interior designers.

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A Study on Planning Car Interior Design through Two Dimensional Lay-Out (2D LAY-OUT을 통한 자동차 실내디자인 계획 방법 연구)

  • 유연식
    • Archives of design research
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    • v.11 no.2
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    • pp.215-226
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    • 1998
  • As late as middle of 1980s, what was referred to as new model cars consisted, on the premise of a standardized packaging layout, principally of the endeavor to transform their style images by changing little by little the form of layouts almosts similar to or with larger bodies than those of the old model ones. Afterwards even in the period of competition of engeineering and mechanical body styles for reducing fuel cost and improving comfortability in riding, the standardized packaging layout did not change visibly, simply trying to ameliorating commercialism through high output and high efficacy on the engineering part. Today the sudden prevalent motorization in every walk of life has brought about the development of the car industry, thus producing surplus supply and technical standardization. This phenomenon of technical standardization leads the concept of the renovation of car design to a way quite different from that of the past and so may be said to be confronted with an era that requires genuine-sense car design in a way. It seems that interior design plans are of much more importance than external shapes. This is because the effort for enhancing comfortability to keep car passengers' needs of transportation is one of the essences of car design. The objective of this study consists in inquiring into how to plan motorcar interior design, an essential prerequisite in determining the external or of a car, obtaining data needed via analysis of interior design plans of the car models that have won favorable criticism from consumers, thus contributing to the use of the data obtained for reference in car design activities in a genuine sense.

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A Study on Non-western modernity of Surface Phenomena in Korean Commercial Architecture (한국 상업건축 입면현상의 비서구적 근대성에 대한 연구)

  • Lee, Sang-Hun
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.218-227
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    • 2011
  • Korean commercial architecture is based on two distinctive characteristics of western modern architecture: grid frame structure and free facade. However, the original facade of the building disappears as numbers of commercial advertisements and signboards representing inner programs cover up the original facade. This is a unique feature of commercial architecture in Korea which I would call the surface phenomena of Korean commercial architecture. Common criticism on this type of building is that too many and too big signboards infringe upon the original pure facade of the architecture. Underlying assumption here is that signboards and commercial ads are inessential and decorative elements simply attached to the original pure facade of modern architecture. However, in this paper, I argue that commercial decorations is an essential aspect of korean commercial architecture rather than an inessential decorative element attached later to the essential facade of architecture and that it reflects the historical specificity of cultural and architectural modernity of Korea And thus, the surface phenomena of Korean commercial architecture should not be judged based upon the aesthetic paradigms of either western modern or postmodern architecture. Rather, it can be argued that surface phenomena of Korean commercial architecture is a reflection of a modernity beyond the paradigm of western modernism and postmodernism. The agenda of Korean commercial architecture is then not simply to restrict or to control signboards on the building facades with the intention to clean up facade of the building but rather to integrate the signs and commercial ads with the structure of architectural surface.

A Study on the Tendency of Realism in Modern Fashion -Focusing on Realism Formativeness expressed in the World of Honore Daumier리s Art- (현대패션에 표현된 리얼리즘 경향에 관한 연구 - 도미에(Honore Daumier리s)의 회화에 나타난 조형성을 중심으로 -)

  • Row Young;Im Nam-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.3
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    • pp.185-199
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    • 2004
  • This study is intended to examine Honore Daurnier's realism formativeness, review it in connection with socio-cultural conditions, analyze costume designs by a style of realism formativeness, in order to find the value. For the study, the procedure included the review of Daurnier's works and world, together with realism formativeness. Then, Daurnier's realism formativeness applied to costume designs were categorized and found the features of each style. Finally, it sought the implication of realism formativeness in costume designs. Honore Daumier, a realist of France in the 19th century, has been reputed that he pursues plain reality with a satire, uses all the conditions of humans as his object, and observes the vanity, desire, and foolishness of humans to represent his own expression techniques as cold as a stone. Realism formativeness is characterized by adherence to observing reality and engagement in reality, an effort to represent the world as it is as what we sense it without diluting or omitting it, nor any deception. The following terms can be used to describe the three styles of intentional recreation, satire on reality, and real existence; For intentional recreation in costume may be featured by the avant-garde, the pursuit of autonomy, reconstruction, rediscovery, recombination, reinterpretation, neutralized representation (reality + the abstract), transformation, distortion, shock, and unexpectedness, etc. For satire on reality in costume, satirical criticism and mockery in a coexistence of time and space, dualism due to the combination of the exterior and the interior, reality reflecting the actual reality, and irony are those words. Real existence in costume may be described with objectivity, ordinariness, correctness of representing a theme, impersonality excluding subjectivity, clearness, certainness, and preciseness, etc.

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Fashion Satire in the Cartoon Magazine『Punch』 (카툰잡지『Punch』에 나타난 패션 풍자)

  • Ahn, Jinhyun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.204-216
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    • 2015
  • Fashion is changing and evolving everyday with an influence from and over contemporary socio-cultural factors. Cartoons expressing the phenomena of times through exchanges of mutual effects with socio-cultural factors that result from functionality and media characteristics. This study examines how fashion provides a great correlation with society-culture expressed in cartoons. The research segment of this study was conducted with literature and case studies; in addition, the UK cartoon magazine "Punch" was selected for the case study. The research findings of the fashion satire expression in cartoon were divided into 2 cases. The first case is that fashion was used as an instrument to satirize socio-cultural phenomena in cartoons. Various fashion elements (hats, dresses, words on T-shirts) were used for satiric expressions and to express periodic images related to politics, economics, society and culture. It communicated factually or criticized noteworthy phenomenon or age changes through the symbolism of fashion. The second case is that fashion itself is the object of satire in a cartoon. It satirically described the blind following and destruction of stereotype as direct objects. Fashion satire appeared in cartoons regardless of a correlation with age. Each cartoon fashion satire had meaning in both humor and criticism for satirizing the age. This study shows that fashion symbolism for satire of the reality has been used as the instrument of expression and simultaneously expressed as the object of the critique as an image and phenomenon that reflects reality. This study has significance in that it examined expressive modes of fashion satire in cartoons that escape from separating fashion from cartoon as a different area.

A Research on Post-Modernism Expressed on Western Hair Styles (서양(西洋)의 머리형태(形態)에 표현(表現)된 Post-modernism에 관(關)한 연구(硏究))

  • An, Hyeon-Kyeong
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.31-42
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    • 2002
  • The purpose of this study is research on the characteristics of post-modernism expressed on western hair styles in the late 20th century. Therefore this thesis analyzed the relationship of modernism & the hair styles of that mage and post-modernism & the hair styles of that mage. That will re-illuminate the same beauty worth of same age as to accurate the concept of post-modernism & the hair styles of that mage. And the last, criticizing the post-modernism design and that hair design, helping to find new trends. The method of this study was the literature research & analysis of visual materials focus on upper bust image that can know the relationship of modernism & the hair styles of that mage, and post-modernism & the hair styles of that mage. First, the literature research is composed of analysis of theses, magazines on art, clothing and cosmetology having the contents of 20th century western culture, art and hair styles. Second, the analysis of visual materials is composed of analysis of video films, slide films and photographs of books, magazines, and internet home-pages. Modern western hair styles, appeared after 1910's, is represented as a short cut & permanent wave. That express experimentalism, functionalism, and purism, that is same as the other art's trend of same age. Post-modern western hair styles, appeared after 1960's, also show the same trend with same age's. This summarized & characterized 8 categories; historical method, pluralism, negotiation, escape from the formality, recovery of humanity, ornament, connection with race, metaphor & symbolism. But post-modernism concentrating pluralism makes easy making low quality art and absence of criticism, so this thesis criticised it 5 categories; absence of ideas, absence of the social sense of responsibility, lost of one's characteristics, decline of skills, decline of worth of usages.

A Study of the Design of Social Safety Net in Korea -with Special Emphasis on the Livelihood Aid Programme- (고실업 저성장 시대의 사회적 안전망 구축에 관한 연구 - 생활보호제도의 개선을 중심으로 -)

  • Moon, Jin-Yong
    • Korean Journal of Social Welfare
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    • v.35
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    • pp.179-203
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    • 1998
  • Since the end of 1997, the Korean economy has been in deep recession; the unemployment rate has rocketed to 6.7% and the economic growth rate has dropped to -3.8% in the first quarter of 1998. Facing with this mass unemployment, the Korean Government launched comprehensive countermeasures against mass unemployment.. However, these have been in severe criticism from the outset on account of ineffectiveness and impracticability. It is in this regard that this paper purports to design a socially acceptable and financially feasible social safety net by reforming the Livelihood Aid Programme. For this purpose, chapter 3 defines the concept of social safety net, and chapter 4 reviews the social safety net programmes sponsored by World Bank and IMF in the Third World countries and Eastern European countries. Chapter 5 proposes the Three Step Approach in designing the social safety net in Korea.

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Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.