Information types and display methods according to the relation between frequency of exposure and degree of cognition was suggested by this study as a way to enhance effective communication by information in aspect of user cognition. First of all, we ascertained the relation between frequency of exposure and degree of cognition by literature research for cognitive psychology and cognitive engineering psychology, results are as follows based in it. First, we suggested information types and attributes for visualization as 'Framework' which helps designers understand cognitive demands of users. Specifically, there are 4 types(STM, STA, LTM, LTA) of information according to the relation between frequency of exposure and degree of cognition, cognitive characteristics for each types and 'attributes matrix for visualization' which is consisted of 14 attributes of high -quality information and resorted by the types. Second, we suggested a guideline for display methods according to depth of information in the design process of information contents. For display methods of STM, STA information as primary information, we suggested "Attribution theory of Distinctiveness", "Advance Organizer", "Progress Closure", "Affordance", for display methods of LTM information as multidimensional information, we suggested "Modularity", "Consistency", "Mimicry", "Mnemonic Device". We had found from this study that there are distinction of status for attributes of information visualization according to information types or depth, and various display methods by them.
Journal of The Korea Institute of Healthcare Architecture
/
v.21
no.2
/
pp.25-33
/
2015
Purpose: This study is to suggest a direction for comprehensive planning of educational environment in which children's cognitive development and emotional needs are achieved in childcare facilities. The importance of educational environment in childcare facilities has increased since it was discovered that high quality educational environment can not be guaranteed in current childcare facilities while the number of women participating in labor force, hence the number of children spending most of their time in these facilities is rapidly increasing. Methods: Correlation analysis on Reggio Emilia Approach to education environment and Max Luscher's psychological healing theory, and case study. Results: The result of the correlation analysis, the 4 key elements of educational environment and the 4 emotional status have significant relationship. Based on the elements of educational environment in Reggio Emilia Approach, case studies were pursued in 3 different childcare facilities in Korea. Implications: Evaluation of these case studies addresses the important elements to be considered in comprehensive planning of the educational environment in childcare facilities.
The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.
Most existing residential environment of disabled people has made them exposed to the risk of safety accidents, and therefore hinders their independent living. In this regard, the importance of desirable residential environment has emerged. Some preceding studies have addressed the characteristics of disabled people's residential environment plan; however, the information on what environmental benefits are offered through such characteristics is insufficient. This study aims to analyze the housing design guidelines for disabled people in respect of the benefit of disabled people who are actual users. In this study, essential design guidelines for disabled people verified through expert workshop panel was analyzed based on user benefit theory. According to the study results, the total guidelines have the most characteristics supporting behavioral facilitation, and mainly consist of physiological maintenance characteristics related to disabled people's health and safety. Also, it is founded that environmental affordance essentially required depending on each spatial function was different. The ratio of physiological maintenance item is high in access route, unlike living room, kitchen and bed room where behavioral facilitation is especially emphasized. These findings can be utilized as basic data for customized residential environment plan to realize residential welfare for disabled people.
In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.
Although aspiration towards quality of life and holistic health has been growing faster in our modern society and the affordance of health in built environment has been more acknowledged, there has been hardly any development on built environment planning and design theory that can be comfortably and confidently used in creating built environment to promote holistic health. Thereby, this study sets out to experimently formulate a composite theory that explains the relationship between health and built environment. The main methodology of this study is literature review and analysis. Theories that have been applied in other similar fields were chosen to be analyzed by health related perspectives and graft those theories onto holistic health viewpoints to compose a comprehensive theory. Selected theories that were considered useful to be analyzed were Lawton's Environment Press Theory, Carp & Carp's Complementary & Congruence Theory, Valins' Activity-based Design Criteria Theory, Atchley's Continuity Theory, Murtha & Lee's User Benefit Criteria Theory, and Alexander's Pattern Language Theory. Characteristics of these theories were compared by their abstractness and concreteness, and the range of application, and analyzed by a holistic health perspective. Then, these theories were comprehensively structuralized and synthesized as a built environment for health theory. This study has its significance in providing a base to develop healthy built environment research further as it introduced a conceptual framework which explains spatial elements in the health functionality point of view.
The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.
In accordance with the rapid growth of digital media in 1990s, the state of indetermination that is found in digital process has been emphasized in the field of natural science and philosophy. Digitalized space design has been dramatically developed and it raised heated debate and comment on 'folded space' The purpose of this thesis is to explore how the cognitive-ecological factors constitute fold structures in space design of the late 20th century. Syntax of space structure and geometric composition were analyzed to define what types of cognitive-ecological factors are contrived in the process of visual information. In particular, I put higher theoretical emphasis on what characteristics are ensued in the process of structuring spaces than any other subjects. Through theses analyses and discussions, I raised questions on what principles are operating to create new space design that counts on non-linear structure and its formational process. And I also observed what influences these structural principles of design could fundamentally bring to human beings. First, I proposed that we could overcome reductionist space design through cognitive-ecological approach. Some key concepts such as affordance, parallel processing, and redundancy were adopted as defining elements of non-linear structures. As a result of analyses, I found that the cognitive-ecological approach could substitute the reductionist space design of the past. What is also found is that the three variables are the ultimate ecological elements. In addition, as a methodological concept of fold structures, the form of 'topology' was highlighted because it could be a supporting idea to the cognitive-ecological factors. Second, I claimed that non-linear design is more experiential than rational linear design, and it is more efficiently correspondent to human being than any other forms. What is intended and implied in non-linear structure is also indicated.
Objective: The aim of this study was to investigate the association between conceptual metaphors of affect and physical dimensions. Background: The evidence that affect is unconsciously linked to physical dimensions(e.g., position and color) has been obtained in western cultures. However, in eastern cultures, especially, in Korea, it has been seldom tested. It is indispensable to examine whether or not cultural differences exist for better understanding of the conceptual metaphors. Method: 50 positive and 50 negative words were adopted from previous studies in order to determine the relationship between physical domains and abstract affect. Three hypotheses were tested in this study: (1) Good is up. (2) Good is bright. (3) Good is right(for right-handers). The automatic association between valence(positive vs. negative) and vertical position (up vs. down) was investigated in experiment 1, in which 100 words were randomly presented on either the top or the bottom of a LCD screen and the evaluation time of the presented word was recorded. The unconscious association between valence and color(white and black) was examined in experiment 2, where each word was randomly presented in either white or black. Lastly, we tested whether right-handers tend to associate rightward space with positive ideas and leftward space with negative ideas. Results: Reaction time was faster when words were presented in metaphor congruent domains(e.g., 'positive words on the top, in bright color, and on right space vs. negative words on the bottom, in dark color, and on left region) than when they were shown in metaphor incongruent domains. Conclusion: The results might give the groundwork for various directions in further understanding perception, emotion, and behavior. Application: This study may provide useful points to GUI designers and service developers if further studies enhanced in validity and reliability are followed.
The purpose of this study is to make a comparative analyzation toward abstracted emotional properties appeared in the museum exhibition spaces designed by the three masters of the modern architecture;Frank Lloyd Wright, Le Corbusier and Mies van der Rohe. In addition, this study will also aim to inquire into how the emotional properties have affected the third generation architects. It is especially expected that the 'emotional tendency' emerging in various fields of the present time can serve as useful information through the analysis of emotional design properties appeared in the exhibition space which is directly linked with the human lives. In order to achieve the purpose of the study, in New York by Wright, in Tokyo by Le Corbusier and in Berlin by Mies Van der Rohe were selected. As for the analyzation methodology to be adopted for deriving the aiming points at the emotional design, five criteria of analyzation have been established in order to understand the properties of the emotional area: they are (1) spatial affordance, (2) human congeniality, (3) emotional factors of the area, (4) constitution of the area and (5) expressive division of the area. Using these criteria, this study will reveal what are some of the emotional characteristics shown in each museums and its analytical result will be useful to apply to future museum design. It is especially expected that the 'emotional tendency' emerging in various fields of the present time can serve as useful information through the analysis of emotional design properties appeared in the exhibition space of design which is directly linked with the human behavior.
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