First, we can define how our body perceives the external world and embodies its senses through the philosopher Merleau - Ponty. These philosophical orientations of Merleau-Ponty also appear to urban theorists such as Jane Jacobs, Gordon Cullen, and Juhani Pallasmaa. In other words, after the Second World War, people began to pay attention to human emotions and perceptions while opposing human rational thinking. Especially, they reject the abstract space of modernism and explore the everyday city space where the local character of the area lives. This place is a space where the collective memory of the group is shared over several generations. So, in this space, people's active perceptual system works actively. In the sense of this continuity of time, their ideas intersect with the concept of urban. Specifically, Jacobs criticizes massive development and proposes the development of a small block-based city with a commonality of old and new. In addition, we argue that urban space can be a visually interesting object through the continuous visual concept of urban theorist Cullen. In particular, he rediscovers the value of traditional urban space through visual experience between architecture and urban facilities. Finally, the architectural city theorist, Pallasmaa., criticizes the visual centrality of modern cities and thinks about the value of multidisciplinary space that can be experienced in architecture. This study examines the space of reproduction in detail on the perspective of the body philosophy and urban theorists. In other words, the play space inherits the natural city time, so when our body experiences this play space, we can actively sense and perceive the various senses. So we can invoke the active external actions of our bodies. Through the analysis of the size of the reconstruction space of the architectural city, various types of body senses and responses can be. Yoon Dongju Literary Museum, which renovated the old water tank of the city, can recognize the unfamiliar sense of body in everyday life through the traces and smells of water in the past and the restrained visuality. In addition, Seonyudo Park, which regenerates the waste water purification plant, can experience a phenomenal phenomenon through water space, old concrete and traces of steel. Finally, with the most recently played Seoul Road 7017 can experience interesting urban spaces in terms of a variety of plants, a human scale space creating movement, and a continuous visual.
One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.
It is not surprising that senior centers are widely used nationwide as Korea becomes an aging society. This study attempts to figure out senior citizens' needs and evaluations of senior centers in terms of characteristics of their usage and spatial composition. A face to face interview using a questionnaire was conducted on 255 senior citizens who has been using senior centers located in Jangyu new city apartment housing complex. The questionnaire is composed of questions asking characteristics of their usage, evaluations of spatial composition, and respondents' demographic data. Findings are: First, it is found that many respondents visit senior centers everyday and spend 4 to 6 hours a day. Their main activities are meeting friends, taking hobbies, and dining. That is, senior centers play a pivotal role in daily lives of senior citizens. Such characteristics should be taken into account in space design when planning to build a future senior center; Second, it is found that senior centers play a role of auxiliary space for building their sense of belonging and familarity. It is found that furnitures in senior centers are worn out and safety measures are not sufficiently considered; Third, it is found that they highly evaluate flexible spacial composition that could be partitioned or extended depending on occasions even though they prefer independent space; Fourth, it is found that kitchen facilities are not large enough considering the fact that more that half of the respondents have their lunches in senior centers. Even though they do not cook for themselves kitchen space should be large enough for preparing meals simultaneously for a large number people.
Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.
This study aimed to analyze the dilemmas of aging and down-aging by the senior street look, and to examine the styling, psychology, and attitudes of the elderly through socio-cultural discussions. It was conducted through a multidisciplinary literature review and empirical analysis of seniors featured in fashion photos collected from SNS. With respect to seniors' fashion attitudes, firstly, they make personal/social records of dress as a means of recording aging and to reminiscence. Secondly, they attempt to down-age kidult play using mature humor. Thirdly, they try to express a perfect, moderate, and mature beauty to positively adapt themselves to aging. Fourthly, they adopt a regional and ethnic look to escape from the dilemmas accompanying aging and down-aging. This may be regarded as an attitude for repositioning themselves and planning a new life by escaping from a long-standing frame. Finally, they show a desire to stop and enjoy the moment of aging. While recording their cherished everyday lives, they enjoy the present rather than becoming concerned about the past or the future and use styling as a cure for their lives.
The purpose of this study is to search for values and meanings of everydayness as a design concept by organizing concepts of 'everydayness' shown in contemporary architecture and systematically describing its characteristics through various analysis methods. 'Eerydayness' shown in contemporary architecture is defined and the criteria of case study are suggested, so that characteristics of everyday can be identified by systematically classifying and analyzing the Japanese cases in order to find the values and meanings of everydayness. The findings of this study are as follows: first, materials that show users' everydayness has indefinite potential as an element of architecture concept, and they play the role of communication and sympathy between architecture and users; second, implementation of everydayness leads to design emergence; third, everydayness can be widely applied to architecture; fourth, everydayness can be implemented regardless of architecture uses. In conclusion, the value of everydayness in contemporary architecture is that it draws user-based diverse and fresh architectural expressions that lead to opulent designs. To users, everydayness improves satisfaction of life gained from architecture and provides rich life environment because it changed common human life to a form of art.
The emergence of the Internet shopping agent enabled consumers to enjoy Internet shopping more easily and quickly. Especially, the role of Internet shopping agent is becoming more important following the information overload trend on the Internet in that the consumers can promptly obtain information about a certain product and its price among countless items on the Internet. As a result, consumers can now enjoy shopping more easily, compared to the offline shopping which requires a lot of efforts in comparing the products and purchasing them. Since the Internet shopping agents collect extensive information about the products' price, delivery period, detailed characteristics, etc., and present a comparison table containing the information to the consumers, the consumers can shop more quickly at lower price using such shopping agents. However, it has not been sufficiently studied about how the various functions of shopping agents actually support consumers' purchase decision making procedure in everyday life, and if they do, in which stages they play a supporting role in consumers' purchase decision making system. Therefore, this study conducts an empirical analysis on the role of the Internet shopping agents in the purchase decision making process of the consumers, considering the Internet shopping agent as a decision making supporting system. Moreover, it analyzes how the effects of the Internet shopping agent differs according to the consumers' knowledge level about the products.
Journal of the Korean Institute of Educational Facilities
/
v.17
no.3
/
pp.3-11
/
2010
This survey study aims to explore the school area standards for elementary, middle and high schools. Traditionally the school site has been recognized as a space of teaching and learning for students. Though its functions and needs have recently been changing from the areas for physical education and training to for various activities such as recreation, play, communication, informal and social areas etc. Moreover the school site is also a critical component of community life. Many communities have a significant shortfall in the amount of park and open space land available and accessible for use. In this viewpoint the standards of school facilities should develop a comprehensive approach to insure that students and residents are provided the opportunity to engage in appropriate types and amounts of everyday's activities during the school day and after school. In doing so, it surveys the school areas of the existing schools and the new schools built in Dongtan City. Finally, it points out the problems of government's regulation for school facilities and proposes the adequate directions for school area standards. This study would help to plan the optimum size of school area and ground and the reasonable expenditure for school facilities.
Sonia Delaunay was among the group of avant-garde artists drawn to Paris in the early part of this century who were exploring concepts of art that were felt to capture best the speed and me chanization of the modern world. She believed modernity-and her own attitude toward modern life-could be expressed through the primacy of color in art the dynamic inter-play of its dissonances and harmonies. The metap-hysical implications Delauny felt inherent in this idea made it applicable to all surfaces, and she was compelled to transform the world around her ac-cording to it. She set up a dialogue between fine art and everyday objects and accompplished the transition from representation work to her color theory through her investigation in embroidery and collage. This study is for Sonia Delaunay's field fo work which is close to fine and applied arts. To study Sonia Delaunay's work, I can find some points of her fashion designs. First, Simultaneous, which is to use collage tec-henics such as simultaneous and meterial to com-binate of variety meterial. Seound, Durability which is restoration of mor-dern fashion, Eventhough her work is 60 years old still it is foward to the furture. Imitation of textile which is devdloped by her, always looks new and fresh. Third, The elements of Folklore. Her elements of Russia, it appears on variety colors. Sepecially contemporary cloths has elements of folklore, we should use it and made it to suituble to contem-porary fashion of our country. For the furture, we need more study how to apply pictorial meterial of art into fashion design.
The Journal of the Korea institute of electronic communication sciences
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v.10
no.2
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pp.297-304
/
2015
Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.
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