• 제목/요약/키워드: Engineering Aesthetics

검색결과 133건 처리시간 0.026초

공학·과학·미학·인문학 및 사회과학 분야간 지식융합을 위한 수렴영역 분석 (Analysis on the Convergence for Knowledge Fusion in the Field of the Engineering, Science, Aesthetics, Humanities and Social Sciences)

  • 박성미
    • 수산해양교육연구
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    • 제25권5호
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    • pp.1031-1045
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    • 2013
  • The purpose of this study was to analyze on the convergence for knowledge fusion in the filed of the engineering, science, aesthetics, humanities and social sciences. For the study, the related literatures were reviewed focusing on the convergence in the basis of the inter-disciplinary. In addition, interviews with 5 professors in the field of the engineering, science, aesthetics, humanities and social sciences were analyzed. The keys of analysis were perspective of academic disciplines. The findings of this study were as follows; most of professors recognized the inter-disciplinary of engineering, science, aesthetics, humanities and social sciences. But, there were some barriers engineering of professors in inter-disciplinary.

융합공학기술에 고려된 신학적미학의 관점연구 (A Perspective Study of the Theological Aesthetics considered in Convergency Engineering Technology)

  • 홍진근
    • 한국융합학회논문지
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    • 제8권2호
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    • pp.1-8
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    • 2017
  • 본 논문에서는 신학적미학이 무엇인지 그리고 이 신학적 미학의 기준으로 인간의 가치 기준의 표준이 되는 성경으로부터 근거를 조사한다. 다른 관점에서 동물과 식물의 유일한 설계가 미학이라는 견지에서 살펴보았다. 우리가 고안하고 창조할 수 있는 또다른 다양한 아름다움을 가지는 적용에 대해서도 살펴보았다. 그런데 이러한 설명은 사물을 설계하고 만들기 위해 적용되고 실용가능한 적용 뿐 아니라 아름다움을 위해서도 인지된다. 이런 관점으로부터 우리는 신과 창조세계 그리고 신학적 미학의 관련성을 유추할 수 있다. 우리는 인간이 만든 그리고 만들 융합공학기술과 신학적 미학이라는 함의에 대해 살펴보았다. 왜 융합공학기술에 신학적 미학이라는 도구가 필요한지 그리고 중요한지 라는 문제를 논의하였다. 우리는 이 사회에 보다 건강하고 도덕적이며 윤리적인 융합공학기술을 개발하여, 인류에게 보다 가치있고 건강한 미래의 삶을 제공하기 위해, 신학적 미학이 함의된 기술 진보라는 측면에서 더 많은 논의가 필요할 것으로 사료된다.

ESTIMATION OF THE MINIMUM INSTREAM FLOWS FOR THE RIVERLINE AESTHETICS ON THE KEUM RIVER

  • Lee, Joo-Heon;Jeong, Sang-Man;Hong, Il-Pyo;Lee, Eun-Tae
    • Water Engineering Research
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    • 제1권4호
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    • pp.299-307
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    • 2000
  • The method for estimating the minimum instream flows required for the riverline aesthetics, proposed by the Kim et al.(1996), has been applied to the main channel reach of the Keum river basin in Korea. To determine the minimum instream flows for eight main reaches at Keum river basin, six representative stations have been selected. This paper provides an analysis of influence on the riverline aesthetics, which is affected by change of physical components of river, by using the survey-based quantification method. The developed questionnaire based on the literature, and submitted to the 326 people who visited an each representative station. This surveying had been implemented in three times at each representative station and we had been selected a different flowrate at each implementation. The results of this analysis and survey have produced the relationship between the variation of physical components and riverline aesthetics. Survey results bout the flow comparison are summarized as follows. At the view of riverline aesthetics, most of the respondents re sensitive at the change of the flow velocity and they prefer high water level to low water level. Moreover whole respondents prefer to abundant stream flows and moderate flow velocity. The minimum flows for riverline aesthetics is estimated at each representative station by using the survey-based quantification method and the estimated results of some representative station are greater than mean monthly flow at each station. The result of the analysis appears that establishing minimum instream flows for riverline aesthetics is not only a technical problem but a legal problem. Therefore in the case of establishing the instream flows in the river, the estimated results have to be considered as relative standard.

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스마트폰의 심미성이 사용성에 미치는 영향 (The Effects of Aesthetics of Smartphones on Usability)

  • 오의택;박민용
    • 감성과학
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    • 제15권2호
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    • pp.249-258
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    • 2012
  • 본 연구는 작업속성에 따른 스마트폰의 심미성이 주관적 사용성과 객관적 사용성에 미치는 영향을 살펴보았다. 기존의 여러 연구에서 심미성이 주관적 사용성과 객관적 사용성에 미치는 영향에 대해 살펴보았지만, 아직까지도 심미성과 객관적 사용성의 관계는 모호했다. 본 연구에서는 동일한 기능을 가지지만 다른 심미성을 가진 스마트폰을 사용하여 36명의 피실험자에게 3가지 타입의 작업(정보입력작업, 정보검색작업, 정보유희작업)을 수행하도록 하였으며, 이때의 수행도와 주관적 평가가 기록되었다. 그 결과 높은 심미성이 낮은 심미성에 비해 주관적 사용성이 사용 전과 후에 높게 평가되었지만, 사용 전에 비해 사용 후에는 그 차이가 줄어들었다. 또한 심미성이 높은 것이 작업수행시간이 더 오래 소요되었다. 하지만 작업속성과 심미성에 의한 교호작용은 보이지 않았다. 본 연구의 결과는 심미성은 감성적 만족도뿐만 아니라 다양한 효과를 가진다는 것을 보여주었다. 본 연구의 결과는 사용성 평가에서 심미성이 주관적 사용성과 객관적 사용성에 미치는 영향을 예측할 수 있게 해줄 것이라고 기대된다.

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공학·예술·인문학 융합교과 개발 모델로서의 「공학미학」 제안 (Suggestion of Engineering Aesthetics as a Model of Convergence-Based Courses Between Engineering, Arts and Humanities)

  • 김은준
    • 대한기계학회논문집 C: 기술과 교육
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    • 제2권2호
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    • pp.99-104
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    • 2014
  • 현재 융합은 학문에서 뿐만 아니라 사회 전 분야에 걸쳐 가장 중요하게 다뤄지는 주제 중 하나이다. 공학교육에도 융합학문, 융합교과의 필요성에 대한 논의가 이미 오래 전에 시작되었으며 이제는 커다란 공감대 속에서 적용 단계의 시도들이 계속되고 있다. 이러한 노력이 실질적인 성과로 이어지기 위해서는 융합교육의 체계적이고 이론적인 틀과 목표를 확립하고 교육의 연속성을 확보하는 것이 중요하다. 이에 기여하고자 우리는 진 선 미의 틀로 구획지어진 근대 학문에 대한 비판적 이해와 초학제성 이론을 통해 융합의 기본 개념을 환기시키고, 이를 바탕으로 공학융합교육의 거시적 목표를 제시할 것이다. 이러한 목표의 구체화, 현실화를 위해 융합교과 모델로서 기획된 공학 예술 인문학 융합교과, "공학미학"을 소개하고자 한다.

건축 표절 논의를 위한 미학의 차용 적용에 관한 연구 (The Applicability of Aesthetics of Appropriation for the Discussion on Architectural Plagiarism)

  • 김영선;최재필
    • 대한건축학회논문집:계획계
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    • 제36권5호
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    • pp.11-22
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    • 2020
  • It is the juristocracy in architecture to judge the architectural plagiarism by copyright law. The architectural plagiarism should judge by architectural criticism. From the point of the criticism to discuss architectural plagiarism, the study on artistic imitation should be preceding. The current discussion on architectural plagiarism doesn't consider artistic imitation. Therefore, the result of the discussion only focused on whether the building is plagiarizing or not. From the point of architectural criticism, there should be three considerations, which are creation, imitation, and plagiarism. In the study of Aesthetics, it theorized artistic imitation as the appropriation. With the understanding of the appropriation, contemporary art is developing the discourse on plagiarism beyond the boundary of plagiarism fundamentalism. The purpose of this study is to apply the appropriation to the discussion of architectural plagiarism. The study introduces the discourse on architectural plagiarism rather than judging it with copyright law. There so the study categorized the aesthetics standard of appropriation art, then apply it to the architecture cases. The architecture cases subjects of analysis are the glasshouse by Philip Johnson, National Museum of Australia by Howard Raggatt, and the Meiquan 22nd Century in China. At the point of the appropriation theory, the glasshouse is the only architectural appropriation, and others need to apply the evaluation criteria of plagiarism.

기계공학의 융합교육을 위한 재료역학 교재 및 휴대용 재료시험기 개발 (Development of teaching material of material mechanics and portable material testing machine for convergence education of mechanical engineering)

  • 조승현;이순아
    • 공학교육연구
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    • 제21권4호
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    • pp.20-27
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    • 2018
  • In this paper, we conducted an analysis of existing materials of material mechanics, surveying educational demands, and selecting art fields for mechanical engineering in collaboration with experts in the fields of aesthetics and renaissance in order to develop educational materials conversed with humanities and arts. In addition, as a core education tool for convergence education, it was developed with an education kits that can be disassembled, assembled and carried by students. As a results of research, education materials were introduced various arts, linked to the engineering thinking. And measurement experiments of material characteristics were carried in a general classroom using developed education kits. From a paper results, the artistic sensitivity of the students will be enhanced and the students' creative problem solving ability will be improved as the ultimate goal of convergence education.

네덜란드 RE;MIND 디자인의 개념적·비평적 사용미학 (The Dutch RE;MIND Design's Conceptual and Critical Aesthetics of Use)

  • 박영태
    • 한국실내디자인학회논문집
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    • 제23권2호
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    • pp.51-61
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    • 2014
  • Aesthetics of use for modern people can be regarded as being weighted toward universal and rational function since it has focused on an 'automation and efficiency' and 'smartness' in terms of technological and human engineering position. Thus, aesthetics of use as an individual agent has remained in minimal level. This study attempts to seek conceptual model of design regarding the behavior of users from the systematization of critical theories about the usability. To do that, 'HERTZAIN TALES' written by Anthony Dune and the concept and system of Droog Design have been used as a core standard. In line with the various experiments by artist groups such as Fluxus, Memphis group and the work of product semantics, and inherent characteristics of Droog design, which has surfaced from the 1990s, concepts that has mentioned in the Hertzain tales have been organized into main texts. By overcoming cognitive bias inherent in the material culture and by overcoming an existing usability based on immateriality and dialectic solution, the autonomy of critical design and instrumentality of Droog design have been systemized. By interpreting the design aspect of 12 pieces that have been submitted to the RE;MIND section, the core of this study, it has been confirmed that conceptual and critical design's aesthetics of use From the interpretation of the design aspect of 12 pieces that have been submitted to the RE;MIND section, the core of this study, it has been confirmed that conceptual and critical design's aesthetics of use has established the autonomy and independence of the behavior of users, created functional articulation of materials and secured new conceptual model and thus, could be an effective methodical clue for creating an emergent design.

스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로 (Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • 한국정보통신학회논문지
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    • 제24권2호
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

Study on the Effect of Film Therapy on the Frustration Affordability of College Students in Northeast China : based on film industry aesthetics in the age of IT

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • 제7권2호
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    • pp.157-164
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    • 2020
  • Considering the frustration affordability level of college entrants and investigating the frustration tolerance of undergraduates in Shenyang City University, this paper provides the basis for the research of improving frustration tolerance of undergraduates through quantitative research results and applies film therapy to the frustration regulation of college students by discussing the role of film therapy in improving frustration affordability ability of college entrants. This paper has concluded that the necessary of improving the frustration tolerance of college students in Northeast China and the feasibility of the film therapy programs on improving the frustration tolerance of college students in Northeast China. Meanwhile, this paper shows that the principle of film selection in film therapy should be based on the requirements of the aesthetics of the film industry in the IT environment. This paper provides a reference for refining the target of film therapy for film therapists to better apply film and television psychotherapy technology, and a basis for the film therapy activity program; Furthermore, it also has a certain reference significance for film and television media workers.