• 제목/요약/키워드: Design Criticism

검색결과 130건 처리시간 0.023초

Critical review of the EC8 design provisions for buildings with eccentric braces

  • Bosco, Melina;Marino, Edoardo M.;Rossi, Pier Paolo
    • Earthquakes and Structures
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    • 제8권6호
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    • pp.1407-1433
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    • 2015
  • The objections raised by researchers to the design provisions reported in Eurocode 8 make the efficient seismic performance of the eccentrically braced structures designed according to this code unlikely. Given the rationality and the number of the objections, this paper aims to summarize the criticism of researchers and report the opinion of the Authors. The objections raised to the design procedure of eccentrically braced structures regard aspects common to the design of steel structures and aspects specifically related to the design of eccentrically braced structures. The significance of these objections is also shown by means of exemplary cases.

프랙탈 개념에 기초한 조형원리와 표현특성 - 회화와 공간조형을 중심으로 - (The Design Principles and Expressive Characteristics Based on Fractal Concepts - Focused on Painting and Space Design -)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제37호
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    • pp.12-20
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    • 2003
  • The purpose of this study is to propose a new design principles and to analyze the pattern of art and architecture applying fractal concepts. As this study is based on fractal geometry as a natural science, 1 intented to explain the concepts and provide some methods of generating fractal properties. Two major aspects are discussed. Frist, fractals are geometric shapes that are self-similar, in other words, they iterate a basic shape at ever increasing a decreasing dimensions. Self-similarity, irregularity, and scaling are fundamental characteristics of fractal geometry. Second, the fractal concepts of art and design can be analyzed and used as a critical tool. In both criticism and design, fractals provides a tool In fine, fractal geometry can be provided endless possibilities for artists and designers intended in expressing the more complex underlying rhythms and organic patterns of nature.

다구치의 동적 강건설계와 그 대안에 관한 고찰 (A Review on the Taguchi Method and Its Alternatives for Dynamic Robust Design)

  • 김성준
    • 대한산업공학회지
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    • 제39권5호
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    • pp.351-360
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    • 2013
  • Taguchi's robust design is a method for quality improvement by making a system insensitive to uncontrollable variations incurred by noise factors and it has received much attention in a wide range of engineering fields. Robust design can be broadly classified into static and dynamic ones. This paper is concerned with dynamic robust design. Taguchi suggested to use a signal-to-noise ratio as a robustness measure, but there has been much debate and criticism on its blind use. In order to cope with this drawback, many alternatives have been proposed. They are divided into performance measure modeling (PMM) and response function modeling (RFM) approaches. In this paper, both PMM and RFM approaches for dynamic robust design are reviewed. An example for illustration is provided as well.

Three Points of the Residential High-Rise: Designing for Social Connectivity

  • Gang, Jeanne
    • 국제초고층학회논문집
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    • 제5권2호
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    • pp.117-125
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    • 2016
  • In this paper we discuss the terms "exo-spatial design," "solar carving," and "bridging" as strategies for creating more socially connective tall buildings. As a typology, high-rise residential buildings have a unique set of challenges to becoming fully activated urban participants in the cities in which they are located. While there is a general recognition and appreciation that tall buildings provide identity to a city, there is often criticism of how they relate to their surroundings. Critics have posited that tall buildings are insular and foreboding by their very nature. This paper explores several design avenues for architects to consider in order to improve the social aspect of tall buildings. As all cities become taller and denser to accommodate growth, the need to design social space in, on, and around tall buildings must be continually examined if we are to have cohesive urban fabric that supports communities.

공예디자인의 사회적 역할연구 (A Study on the Social Role in Craft Design)

  • 김명란
    • 디자인학연구
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    • 18호
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    • pp.199-207
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    • 1996
  • 기계테크놀로지의 발달로 수작업을 중심하는 공예산업이 사양화 되고잇다. 산업혁명에 대한 당시의 사회문제를 비판했던 러스킨과 모리스의 사상은 오늘날가지 영향을 미치고 있다. 본연구는 공예활동의 발전과 위상정립을 위하여 그들의 사상을 중심으로 공예 본질적 개념을 정리하고 공예 사회적 역할을 논하고자 하였다. 기게생산에 의한 반발로 소비자의 취향이 개성화를 요구하고 생산라인의 소량다품종화의 문제를 공예적 생산방법으로 해결할 수 있다는 것은 공예생산의 존제 필요성을 입증하며 더욱이 대주으이 정신적생활이 중시되는 현시점에서 공예의 사회적 역할로써 기계적생활에 대한 감성적생활의 교육적 역할이 중요함을 논했다.

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디자인 진흥 기관으로서의 디자인 박물관 (The Design Museum as a Promoter)

  • 최정아;김현중
    • 디자인학연구
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    • 제20권3호
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    • pp.269-278
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    • 2007
  • 1852년 영국 런던에 세계 최초의 디자인 박물관이 설립된 이후, 디자인 박물관의 상업화와 권력화에 대한 비판에도 불구하고 서구 디자인 선진국들은 디자인 박물관을 중심으로 디자인 산업을 보호하고 육성함으로써 디자인 정체성을 확립하고 그 우수성을 홍보하며 국가 경쟁력과 삶의 질을 향상시켜왔다. 21세기 문화 경제 시대를 맞아 고부가 가치를 창출하는 디자인의 중요성에 대한 인식이 높아짐에 따라 한국 디자인 발전을 주도할 디자인 박물관 설립에 대한 필요성이 제기되고 있다. 본 연구는 디자인 박물관 관련 연구가 미비한 현 상황에 한국 디자인 박물관 설립을 위한 기초연구로서, 시간축을 중심으로 수직적인 통시적 접근을 통해 해외 디자인 박물관이 디자인 발전을 위해 어떠한 역할을 수행하여 왔는지를 살펴보고, 수평적인 공시적 접근을 통해 현재 디자인 박물관이 성공적인 역할 수행을 위해 어떠한 활동을 하고 있는지를 알아봄으로서 한국 디자인 박물관의 역할과 방향을 제시하였다.

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건축분야에서의 스토리텔링 기법 활용방안 연구 (A Research on the Uses of Storytelling Approach for Architecture)

  • 윤기병
    • 한국주거학회논문집
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    • 제18권1호
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

건축화 도구로서의 다이어그램에 관한 연구 (A Study on the Use of Diagram for the Process of Architecturalization)

  • 김정애;김동진
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.71-78
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    • 2007
  • This study began from the idea that new materials and awareness in the modern society demand new methods in architecture and focused on diagrams as the tool many modern architects use in their process of architectural design. Therefore, the purpose is re-finding the potential of diagrams as profilerating architectural design media by examining mentions of architects about diagrams, investigating diagrams used in design process and treating comments referring to diagrams, by redefining the meaning of the contemporary architecture and of diagrams in architecture, and by grasping the various methods of use and its process. The design process using diagrams produces synthetic or reasonable process dissimilar to previous processes. Where diagrams are mainly used as tools to relate the segregated parts compressively. On the other hand reasonable process concerns reasonable design advancement to satisfy various requirements or conditions in reality, where diagrams are used as tools offering its phase in the whole structure of various information and relating steps of design each other. Dealing synthetically in the various steps of design process with the various properties originally obtained, proposing a new type of architecture by increasing thoughts and leaving the design process open-fluid, offering process and results having the same value as design process, and satisfying requirements in reality most reasonably, diagrams working in the above-mentioned design process have the potential to narrow the schism among theory, practice and criticism in contemporary architecture.

지구과학 예비교사들은 '수업'에서 무엇을 보는가? -예비교사들의 수업 경험과 비평을 통해서- (What Do Earth Science Pre-service Teachers See in Class? -Through Pre-service Teachers' Experiences and Criticism of Class-)

  • 임성만
    • 대한지구과학교육학회지
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    • 제10권2호
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    • pp.199-213
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    • 2017
  • 이 연구의 목적은 지구과학 예비교사들이 수업 시연을 평가하며 좋은 과학 수업이 무엇이라고 생각하는지 알아보는 것이다. 연구는 우리나라 중부지방에 위치한 교사 양성 대학에 재학 중인 대학교 2학년 학생 32명을 대상으로 진행되었다. 32명의 예비교사들은 2인 1조로 수업을 시연하여 총 16회의 수업이 시연되었다. 또 자신의 수업을 제외한 15회의 수업에 참여하면서 수업을 평가하였다. 이렇게 수집된 평가지는 모두 480장이었다. 이 평가지를 분석하여 지구과학 예비교사들이 생각하는 좋은 과학수업에 대해 분석하였다. 연구 결과, 예비교사들의 좋은 과학 수업에 대한 관점은 3개 범주 9개의 주제 묶음으로 분석할 수 있었다. 3개의 범주는 '참여도가 높은 수업', '잘 구성된 수업 설계', '양질의 수업자료'이었다. 즉 예비교사들은 잘 짜여진 수업 설계, 활발한 상호작용이 좋은 과학 수업의 요건으로 생각하고 있었다. 이 연구는 예비교사들이 수업 시연 및 수업 평가의 경험을 통해 좋은 과학 수업에 대한 이미지를 그려갈 수 있다는 것을 확인시켜 주었다.

코스튬플레이 패션에 대한 연구(1) - 인터넷쇼핑몰을 이용하는 코스튬플레이어 중심으로 - (A study on costume play fashion-mainly on the costume players who use internet shopping malls)

  • 백천의
    • 한국의상디자인학회지
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    • 제8권1호
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    • pp.137-144
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    • 2006
  • Though old generation criticizes on costume play that it is accepted by young generation without any criticism, it is gaining popularity and is settled with unique Korean characteristics. The study is to understand the characteristics of costume play and investigate on the attitude of costume players enjoying it. For this study, a survey was conducted on costume players who order tailor-made costumes or rent them by using references, existing papers and internet sites. The results are as follows. 1.37% of costume players live in Seoul and Gyeonggi area, 37% in Gyeongsang-do and Busan with 21% in other areas. Two areas shows higher rate than any other regions, as Seoul Comic and Busan Comic are held regularly and there are faster exchange with Japanese culture in these areas with enough money 2. Among costume players, female accounts for 73.7% with 26.3% male. It shows that female likes costume play more than male. It is because woman responds actively to what she likes than man does. The number of male is steadily increasing. By age, high school student is 40%, middle school student is 36%, older than 20 is 16% with 3% of elementary school student. 3.61% of them like the reproduction of character costumes, 14.7% like Pancos and another 14.7% likethe reproduction of character costumes and creation. 69.5% participates in costume play both in groups and individuals, 26.3% in groups and 4.2% in individuals. 45.3% participates in comic more than 8 times in a yew, 43.2%, 1-2 times and 11.6%, 3-4 times. Mostly they want $50,000{\sim}80,000$ won costume. 4. on the criticism of old generation that costume play is nothing but the imitation of Japanese culture, 87.4% of the respondents answered 'absolutely not' They think costume play is one of their favorite cultures. 5. on the parents response to costumeplay, 87% of the respondents answered 'Ethey understand', 13% said 'they cannot understand and dissent'. The respondents said costume play didn't affect their school records with 25% respondents who said they got better grades.

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