• Title/Summary/Keyword: Exhibition-Spatial

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

  • Lee, Kyung-Jin
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.5
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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.

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

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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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.

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

  • Song, Jung-Sook;Heo, JeongSook;Lee, YeaLin
    • Journal of Korean Society of Archives and Records Management
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    • v.14 no.3
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    • pp.127-151
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    • 2014
  • This study aims to share a methodology for locality reproduction by concretely explaining the theoretical model, procedure, and practice of constructing the Port of Busan Image Digital Archive, based on the photographic and postcard images of the Port of Busan, the representative place of Busan. Among the open-source record management programs, Omeka was chosen in implementing the digital archive because of its suitability for image exhibition. After establishing the principles for archive implementation in accordance with the purpose of the archive, a basic investigation was conducted for the record collection. With the consent of the individuals and institutions that possess the related records on the Port of Busan, such as the National Archives of Korea, the Busan Museum, and the City of Busan, original image artifacts were thus collected. The collected artifacts were then described using the Dublin Core metadata and categorized by time period. The Port of Busan was classified through four distinctive spatial characteristics (transportation, historic, industrial, and living spaces). A total of 11 themes for the exhibition was then suggested. The Busan-Shimonoseki Ferry Boat was chosen as an example exhibition of transportation space.

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

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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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.

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

  • Cho, Myung Eun;Choi, Han Hee;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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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.

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

  • Kim, Ji-Young;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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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
    • Journal of the Korea Furniture Society
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    • v.22 no.3
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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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Parametric Design Process for Structural Quantity Optimization of Spatial Building Structures (대공간 건축물 골조물량 최적화를 위한 파라메트릭 설계 프로세스)

  • Choi, Hyunchul;Lee, Si Eun;Kim, Chee Kyeong
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.2
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    • pp.103-110
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    • 2017
  • In this paper, it is covered in detail the process of generating structural alternatives with geometry change and its optimization by StrAuto. The main roof structure of the Exhibition Center is modelled parametrically and the optimal alt is derived by observing volume changes according to geometry change of main roof truss. Existing studies performed optimization process through sections and properties due to the limitations of shape change, but this study have meaning of performing the optimization with geometry changes which is the most critical skills of StrAuto. By the process of securing a sufficient margin by geometry changes and reducing volume with the optimization of sections, despite of a partial optimization of large space structure, it could be reduced by 11.7% of the total volume.

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

  • Sung, Ji-Young;Kim, Sung-Kyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.923-932
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    • 2017
  • Based on the metadata of BIGkids, a news big data system, this study analyzed the trends of news coverage by the major fields and topics related to Deoksugung Doldam-gil in mass media. In addition, we tried to interpret the space discourse of Deoksugung Doldam-gil which has been formed in contemporary period through the analysis of data related to BIGKinds, the contents of related reports and context. As a result of the analysis, the coverage of Deoksugung Doldam-gil was mostly reported in the field of 'Culture', and the news related to 'Cooking_Travel', 'Exhibition_Performance' and 'Broadcasting Entertainment.' Deoksugung Doldam-gil was categorized as the pedestrian freindly street, the cultural and artistic street, and the historical street, and interpreted the spatial discourse with related news contents.

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

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.