Edward Hopper is one of the great American artists in the 20th Century. In the field of art, it seems that his paintings are thoroughly analyzed In terms of human alienation and emotional aspects in various ways. However, in his numerous paintings, highly interesting spatial aspects can be found. Purpose of this study is to analyze some of his painting by the spatially analytical tools to examine how his space is experienced. The tools are: relationship between each space, relationship between light and space, and geometrical composition. Among many paintings by Hopper, four of the works that depicted interior spaces are selected and further case-studied in detail: ${\ulcorner}$Rooms by the Sea${\lrcorner}$ (1951), ${\ulcorner}$Sun in an Empty Room${\lrcorner}$ (1963), ${\ulcorner}$New York Movie${\lrcorner}$ (1939) and ${\ulcorner}$Automat${\lrcorner}$ (1927). An Environmental Simulation with scale models was used to examine the relation between light and space. After the research, some unique characteristics of his space were found. Even though his paintings seem to represent the everyday spaces, there are fascinating hidden structure to make people experience in a specific way that Hopper created. Spaces In his paintings do not communicate with each other but are constantly interrupted by the element of time. The mundane everyday world is rediscovered and recreated through these multidimensional and heterogeneous space.
The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.
Journal of the Korean Institute of Educational Facilities
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v.19
no.5
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pp.3-10
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2012
In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.
The atmosphere is a popular word in everyday life. There is often an atmosphere when we enter a particular place. As if to say, The mood is perceived as an emotional and subjective word. Atmosphere is subjective and there are different feelings, but there are definitely certain feelings that people can relate to. The researcher examines the question in the paper and analyzes how the atmosphere in the space could be explained. So I will research about $B{\ddot{o}}hme^{\prime}s$ aesthetics which is called atmosphere. and analysis how his atmosphere is applied in nowadays art. So this study has two purposes. First is the notion of the atmosphere, not the atmosphere of rational perspective, it's about emotional and perceptual experiences. Therefore a connection about audience and arts is the most important focus in atmosphere. So the other purpose is Olafur Eliasson's Atmosphere. he is an artist about this perception. His work requires spectator intervention and participation to make it a perfect art. There is also a element in Eliasson's philosophy, in which the perceptual experiences of visitor's relationship between the work and the viewer, and eliminates the boundary as a perceptual expression.
Journal of Information Technology Applications and Management
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v.22
no.1
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pp.17-36
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2015
Many companies are now trying to utilize SNS (social network service) by building it as marketing communication platform that delivers marketing messages and builds customer relationship. This study investigates the factors affecting consumers' intention to use of brand's SNS identity page (e.g., fan page in Facebook). It specifically focuses on four social support functions -self-esteem, informational, emotional and social networking support-in virtual space. Research model attempts to explore the impact of social supports on brands' SNS identity page adoption with modified technology acceptance model which includes perceived usefulness, ease of use and enjoyment. Empirical study adopts SEM (structural equation modelling) to test research model. The result indicates that perceived ease of use is influenced by informational support, and perceived usefulness is influenced by informational, emotional, and self-esteem support. And perceived enjoyment is influenced by emotional support. In addition, it reveals that there were no significant effects of social networking support on both perceived usefulness and enjoyment. These findings provide managerial implications for attracting potential and actual customers to brand's SNS identity page. And it also suggests the importance of managing sociability in brand's SNS identity page to make it as marketing communication platform.
Journal of Korean Society of Industrial and Systems Engineering
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v.43
no.3
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pp.228-242
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2020
In recent years, interest in the welfare of soldiers is increasing. More specifically, soldiers enlisted to fulfill their military service obligations live a group life that is controlled by group life, unlike military officers selected by their will. Therefore, this study aims to verify whether there is an effect of improving the morale of soldiers by increasing the satisfaction of military service meals along with the trend of increasing morale through enhancement of soldier welfare. In order to achieve the purpose of this study, we surveyed 145 army soldiers working in the front and rear areas and used 137 valid samples for analysis. The results of this study are as follows. First, both SERVQUAL (Responsiveness·Assurance, Tangibles) and Servicescape (Spatial Environment, Spatial Design) had a positive (+) effect on military meal satisfaction. Second, military service satisfaction and emotional commitment have a positive (+) effect on morale. Third, satisfaction with military meals has a positive effect on emotional commitment. This research has also shown that improvements in SERVQUAL (Responsiveness·Assurance, Tangibles) and Servicescape (Spatial Environment, Spatial Design) improve military service satisfaction and emotional engagement. Military food service SERVQUAL (Responsiveness·Assurance, Tangibles) and Servicescape (Spatial Environment, Space Design) must pay attention to increase military morale.
Journal of the Korean Institute of Educational Facilities
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v.27
no.2
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pp.79-86
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2020
Since the introduction of the new Variation Type school, few studies have focused on students' adaptation to the changes in their learning environments at school. This paper is based on the Stage-Environment Fit theory, which asserts that a successful school life(in terms of motivation to learn) is ensured only when the school environment meets the social and emotional needs of students. Focusing on the third-grade student's adaptation to a new Variation Type school during their middle school period, the following conclusions were drawn. First, the transition to a new Variation Type school during middle school is much more difficult than adjusting to a new Variatio Type school upon admission to middle school. Second, this difficulty in adaptation is caused by socio-emotional dissatisfaction in adolescent students, for whom deconstruction of previous friendships can hinder motivation to learn. Third, third-grade students who experienced stress due to spatial changes tended to have a negative attitude towards the new Variation Type itself as they feel more tired from failing to use the space properly. Fourth, to transition successfully to a new Variation Type school, socio-emotional problems must be solved through the reduction of scale of the homebase, and the provision of various choices increasing the number of homebase.
This study is intended to investigate the effects of customers' emotional response upon behavioral intention with taking customers who visited Korean restaurants into account. Luxury Korean restaurants where we apply to this study are selected by the food service industry association of Busan-metro city among the model restaurants. For this aim, designing a research model and drawing a hypothesis were carried out with a basis of advanced research. In data processing, SPSS win package 15.0 statistical program was used to verify the hypothesis through frequency analysis, reliability analysis, factor analysis, and regression analysis. The result of the analysis on the effects of physical environment factor upon domination among emotional response could be summed up as follows. Employee and geniality factors turned out to exercise a significant impact on domination, convenience and cleanliness turned out not to. The result of the analysis on the effects of physical environment factor upon arousal among emotional responses could be summed up as follows. Cleanliness and geniality factors turned out to exercise a significant impact on evocation, convenience while employee factor turned out not to. As a result of the analysis on the effects of emotional response upon behavioral intention, domination and evocation factors among emotional responses had a statistically significant impact upon behavioral intention. From the findings of the study, it became evident that dining-out customers might regard luxury Korean restaurants as a space for experiencing various emotions by physical environment rather than for dining and meeting for friendship. To induce emotional response is therefore expected to help a company to promote the practical improvement in achievement over various aspects such as behavioral intention.
This study analyzed the electric vehicle recharging station status with recharging time limitation due to long waiting time, and figured out the user status by user interviews. And then this study verified the validity of hypothesis in terms of environmental design perspective and suggested layout of recharging station model. 21 recharging stations in Korea and station operation cases of 7 countries were examined. Except for the USA, the reality of electric vehicle recharging station today is the 1st proving stage focusing on the infrastructure construction of electric vehicle recharging station. It focuses on performance of recharging facility, use efficiency and operation environment of electric vehicle. About the effective waiting time of the user to use it should be studied. The current conditions of recharging station are as follows: Lack of independent recharging space, lack of facility that reduces external effect of recharging space, and lack of lounge for users during the waiting time. These three are essential factors constructing a suggesting model after basic layout, which needs proper measurement on the long recharging time and long waiting time. The essential factors are applied to electric vehicle recharging station layout so that users might use 'digital refresh" i.e. lounge and information contents service during the waiting time which provides convenience of recharging and emotional space with users. Such upgrade recharging station environmental model might resolve the burden of long recharging time which may contribute to the popularization of electric vehicles.
Product-Service Systems (PSS) has drawn significant attention since it can effectively address diverse values of consumers by integrating products and services. PSS has been defined as a system of products, services, supporting networks and infrastructure that is designed to satisfy customer needs and to generate values. Manufacturing companies can accomplish business innovation by devising new service elements and providing PSSs starting from their products. Such new efforts are called manufacturing servitization. With analysis of the company's business contexts, diverse strategies could be set for servitization. Services could be developed so that their product functions can be supported. On the other hand, new services could be devised to drive active emotional values of their customers in a broadly related manner with their products. In this way, different servitization strategies in service space could be employed. In this paper, the product-service integration spaces for comparison of product-service systems in manufacturing servitization is briefly sketched. Various issue spaces, termed dimensions, would be used including service space, customer space, value space and business model space. Diverse PSS cases, including well-known PSSs and brand new PSSs, will be classified and compared to demonstrate the product-service integration spaces.
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