• 제목/요약/키워드: Exhibition-Spatial

검색결과 136건 처리시간 0.021초

카를로 스카르파의 뮤지엄에 나타난 공간 구성과 표현에 관한 연구 - 카스텔베키오 뮤지엄의 뮤제오그래피 중심으로 - (A Study on Spatial Composition and Expression of Carlo Scarpa's Museum - Focused on Museography of Museo di Castelvecchio -)

  • 이경진
    • 대한건축학회논문집:계획계
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    • 제36권5호
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    • pp.3-10
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    • 2020
  • According to Carol Duncan, the museum can be studied in the aspect of space and object from viewer experience. The paradigm of modern museums is shifting away from the object toward the human. The modern museum begins to have the diversity activities and the experience by the body. The purpose of this study is to analyze methods of Carlo Scarpa's museum works. An Italian architect, Carlo Scarpa had characterized montage architecture through fragments and isolations. This study reviews the works of Carlo Scarpa's museum focused on Museo di Castelvecchio. Carlo Scarpa had left the existing materials and coated it with new materials intentionally. This method makes the layer and it exposes the historical times. The layer is a reinterpreting technic of Venetian architecture. The perceptive experience appears at the exhibition boundary through light, material, pattern, axis, and composition of elements. Through the analysis, the architecture of Carlo Scarpa's museum provides a walking path and the composition of exhibition objects with visual logics. It makes and show us the experience with combining images. Carlo Scarpa had tried to expose the past times in the architecture of museum with expression on the layers and to connect the body's movements with seeing and gazing. This expression makes possible the perceptual experience. It can be understood as the montage characteristic. Through this, Carlo Scarpa's museum makes us relationship with historical architecture. Carlo Scarpa had planned a exhibitional promenade in the architecture of museums. In this regard, this is the museography of Carlo Scarpa's museums that should be paid attention to modern times in historical architecture.

바이엘러 미술관에 나타난 건축-미술-자연의 통합 디자인 방법에 관한 연구 (A Study on the Integrated Design Method of Architecture-Art-Nature found in Foundation Beyeler Museum)

  • 김종진
    • 한국실내디자인학회논문집
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    • 제22권2호
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    • pp.81-88
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    • 2013
  • Foundation Beyeler museum located near Basel, Switzerland is one of the most-visited art museum of the world. Although the entire volume of the museum is not huge, its art collection as well as the well-known museum building designed by Renzo Piano deserve to attract many visitors. The initial design was started in 1991 when the city of Basel decided to fund and support the project. Through a couple of design stages, the museum was finally opened to public in 1997. There have been various research papers dealt with general design issues of Beyeler museum such as composition of exhibition spaces, and natural lighting. However, this paper aims to study the design methods and relationship between art, architecture and nature. Although the museum building is located on the site quietly, there are various specific design solutions to create unique spatial experience of art and nature at each parts. This study focuses on 4 parts of the museum that are located on the main circulation. How art, architecture and nature are integrated together is the main target of the analysis. The analysis is based on visual-perceptual experience and spatial configuration. In chapter 2, general background of the project was studied. In chapter 3, characteristics of the site's natural environment and Piano's design concept's were examined. In chapter 4, each parts were analyzed in detail with diagrams. In chapter 5 & 6, the spatial characteristics were compared together and the fundamental role of the museum architecture was concluded.

오픈소스를 이용한 부산항 사진 아카이브의 구축 방안 (Digital Image Archiving Methodology on the Port of Busan: A Case Study Using an Open-Source Archiving Software)

  • 송정숙;허정숙;이예린
    • 한국기록관리학회지
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    • 제14권3호
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    • pp.127-151
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    • 2014
  • 이 연구에서는 '항구도시 부산'이라는 이미지를 형성하는 데 큰 역할을 한 부산항은 부산의 대표적인 로컬리티 공간이므로 부산항과 인근지역의 경관에 관한 사진, 엽서 등 이미지 기록을 중심으로 <부산항 사진 아카이브>를 구축하는 과정과 방법을 구체적으로 기술함으로써 로컬리티의 재현방법론을 확산하고 공유하고자 한다. 사진, 엽서 등 이미지 기록, 즉 사진기록의 특성을 문자 위주의 텍스트 기록과 비교하여 그 특성을 살펴보고, 이미지 기록의 대중 친화적인 특성에 주목하여 부산항에 관한 사진, 엽서 등의 이미지 기록을 수집하여 오픈소스 기록관리 소프트웨어 가운데 사진의 전시에 적합한 오메카(Omeka)를 이용하여 사진 아카이브를 실험적으로 구축해 보았다. 그 과정과 방법을 보면, 먼저 아카이브 구축 목적에 따른 개발 원칙을 세우고, 기록 수집을 위한 기초조사를 실시하였다. 부산항 관련 기록 소장기관과 개인소장가 등의 저작권 동의를 얻어서 원본 또는 파일을 수집하였다. 이후 수집한 기록은 더블린코어에 따라 기술하였으며, 시기에 따른 컬렉션을 구성하고 기록을 정리하였다. 부산항의 공간적 성격을 교통공간, 역사공간, 산업공간, 생활공간으로 구분하고, 11개 전시주제를 구상하였다. 전시의 보기로 교통공간의 부관연락선을 제시하였다.

루이지아나 현대미술관에 나타난 공간경험 및 설계특성에 관한 연구 (A Study on the Spatial Experience and Design Characteristics in Louisiana Museum of Modern Art)

  • 김종진
    • 한국실내디자인학회논문집
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    • 제20권6호
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    • pp.44-52
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    • 2011
  • Louisiana Museum of Modern Art near Copenhagen is the most visited art museum in Denmark. It was originally founded by the director of the time, Knud W. Jensen and designed by two Danish architects, Vilhelm Wohlert and J${\o}$rgen Bo. The first part of the museum was built and opened to the public in 1958. The first part consisted of just a few exhibition spaces and glass corridors. But museum has been expanded step by step into a large park-like museum throughout 40 years of time. Louisiana museum has a unique environment in which art, architecture and nature are inter-related together. There was a very clear background for this museum atmosphere that was created by Knud W. Jensen from the very beginning. He wanted to make 'a sculptural park' or 'a low pavilion in the park'. The concept of 'park' was the key element. The architects, especially Vilhelm Wohlert who studied at the western area of the United States and influenced by the bay area architecture as well as the oriental wooden structure, interacted with the director's idea fully and made an invisible architecture in which 'Experience of Space' is the most important aspect. This thesis aims to analyze several crucial spaces of the museum and to find a hidden design characteristics. Chapter 2&3 explains general backgrounds and main design philosophy. Chapter 4 studies each parts' spatial experience and design methods with 3-dimensional diagrams. Chapter 5 tries to make an overall design characteristics that underlines the whole museum environment. The significance of Louisiana museum is not only in the fact that it is the most visited, but also in the fact that the role of architecture is to make a better environment where human and art are harmonized together within nature. The utopian idea of the founder started in doubt almost 50 years ago has been already successful in this small but vibrant park.

사용자 경험 증진을 위한 과학관 전시물의 사용성 평가 (A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience)

  • 조명은;최한희;김미정
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.302-310
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    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.

브랜드 확장에 따른 스페이스 브랜딩의 구현적 특성 연구 - 브랜드 확장적 관점에서 디자인된 호텔 사례를 중심으로 - (A Study on the Embodiment Characteristics of Space Branding for Brand Extension - Focused on the case study of hotels designed for brand extension -)

  • 김지영;류호창
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.96-105
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    • 2013
  • Branding is a process of building the relationship between a brand and consumers. This process can also happen in a space that reflects brand characteristics, and this kind of branding is called space branding. This way can strengthen a brand image by delivering its profound impressions with synesthetic experiential services for consumers. In terms of brand extension, particularly, it is possible by space branding to apply the image and value of the parent brand to spatial design so as to expect the direct effect of experiential brand recognition. As a result of case analysis for space branding - the scope of which was limited to hotels - specific ways of embodying a brand into space were largely classified into three types: the first is the 'embodiment of visual elements' that directly embodies a brand's logos, colors, forms, and textures into space; the second is the 'experience of brand content' that mainly adopts the way of giving impressions with events or customer services, or of inducing direct experiences combined with exhibition function; and the third is the 'symbolic expression of brand characteristics' that indirectly expresses the strong concept or image of a brand - a type in contrast to the first direct type. These ways of space branding change the general abstract feeling of a brand's qualities into specific spatial experiences, thus now settling as one of the ways of marketing that are direct, strongly sustainable, and the most effective.

A Study on Ubiquitous Environment and Furniture Design - Focus on Elements of Interior Design Trends -

  • Kim, Jong-Seo
    • 한국가구학회지
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    • 제22권3호
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    • pp.160-173
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    • 2011
  • Increased internet use under a ubiquitous environment may be called as a great human information space revolution followed by Industrial Revolution. This revolution is exerting its significant influence over all the industry as a whole with speed faster than that of any other times. Along with this trend, if furniture design field that leads living culture should fail to jump on this main stream without noticing it, it may be reduced to a unpopular field some day without any sign of recovery. Under this background, this study is intended to recognize a goal aiming at understanding our rapidly changing living environment and leading our way positively. Currently, our surrounding living environment is immersed in computers here and there and Mark Weiser once defined a system that moves in advance before an action as ubiquitous computing and in this respect, I am going to observe a detailed transformation process of space. First nature of the space may be defined as atoms, a physical space equivalent to a spatial element and Bits space that is untouchable is usually called as 2nd space and a combination of atoms and Bits is an intelligent space - 3rd space - that can be intelligible without touching it and finally, this space is called as a ubiquitous space. This spatial transformation is developed by several changes of living environment and we may call it as living trend or interior design trend. Transformation in terms of social perspective, space structural perspective and digital technique perspective may be enumerated. These transformations were surveyed based on its contents being implemented at a future housing exhibition hosted by 5 construction companies along with fusion of information furniture and furniture depending on each housing space. In conclusion, it could be realized that most of the companies were decorating future space by implementing ubiquitous environment as a success factor of future housing market. It may be meaningful to note once again that under an interior environment, a fusion of furniture and information furniture is required considering interior trend elements.

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대공간 건축물 골조물량 최적화를 위한 파라메트릭 설계 프로세스 (Parametric Design Process for Structural Quantity Optimization of Spatial Building Structures)

  • 최현철;이시은;김치경
    • 한국전산구조공학회논문집
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    • 제30권2호
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    • pp.103-110
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    • 2017
  • 본 논문에서는 StrAuto를 이용하여 구조물의 형상 변경을 통한 대안을 생성하고, 이에 대한 최적화를 수행하는 과정을 상세하게 다루었다. 비정형 대공간 전시장 구조물을 대상으로 전체 형상을 파라메트릭하게 디자인하고, 가장 폭이 넓은 경간의 구조 형상을 변경하면서 물량 변화를 관측하여 최적안을 도출하였다. 기존 연구들에서는 형상 변경의 제약 때문에 대부분 단면과 물성을 통한 최적화를 수행하는데 그쳤으나, 본 연구에서는 형상 변경이 가능한 부분을 찾아내어 StrAuto의 가장 핵심적인 능력인 형상 변경을 통한 최적화를 수행했다는 점에서 중요한 의미를 지닌다. 형상 변경으로 충분한 여유를 확보하고 단면 최적화로 물량을 줄이는 프로세스를 통해, 대공간 구조물의 일부만을 대상으로 하면서도 전체 물량의 11.7%를 줄일 수 있었다.

뉴스 빅데이터를 통한 덕수궁 돌담길의 장소 담론 해석 (Interpretation of the place discourse of Deoksugung Doldam-gil through News Big Data)

  • 성지영;김성균
    • 디지털콘텐츠학회 논문지
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    • 제18권5호
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    • pp.923-932
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    • 2017
  • 본 연구는 덕수궁 돌담길의 장소 담론을 뉴스 빅데이터 시스템인 빅카인즈(BIGKinds)의 메타데이터 및 연관어 분석 결과를 토대로 해석하였다. 연구 결과 덕수궁 돌담길은 '문화' 분야의 보도가 가장 많았으며, 그중에서도 '요리_여행', '전시_공연' 관련 뉴스가 거의 전 기간에 걸쳐 높은 비율로 보도되었다. 또한 보행친화도로로서의 '걷고 싶은 거리', 문화와 예술적 장소이자 대상으로서 '문화와 예술의 거리', 역사 문화적 장소인 '역사적 거리'로서 시기별로 다양한 문화적, 역사적 이슈들과 함께 보도되고 있었다. 본 연구는 언론을 통해 형성되고 재현되고 있는 덕수궁 돌담길의 장소 담론 해석을 시도했으며, 장기시계열적 뉴스데이터인 빅데이터를 활용했다는데 그 의의가 있다. 한편 본 연구는 정량적 분석결과를 토대로 정성적 해석으로서 보도량이 많은 분야나 이슈 외에도 보다 미시적이지만 이 장소 중요한 의미의 발굴과 해석을 위한 후속연구가 요구된다.

평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구 (A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens)

  • 정세빈;최두현;임수연
    • 문화기술의 융합
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    • 제9권2호
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    • pp.105-112
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    • 2023
  • 3차원의 세계를 작품으로 구현해내려는 시도는 시대와 매체를 구분하지 않고 계속되어왔으며, 그 목적은 현실의 재현보다도 몰입 상태의 구현이다. 본 연구는 디지털미디어아트에서 최종적으로 관람자와 마주하는 매체인 평면스크린이 완전한 몰입을 방해한다고 보고, 스크린의 한계를 벗어나 공간의 현실감을 주는 작품들의 사례를 조사하고 분석하였다. 분석한 결과를 작품 제작에 활용한 결과, 디지털미디어아트 분야에서 현실적 공간의 제시와 몰입의 강화는 스크린 내의 시각적 영상 콘텐츠뿐만 아니라 전시 환경에 맞는 설치, 결과적으로 구성되는 공간 그 자체까지 작업으로 보아야 한다는 것을 알 수 있었다.