• Title/Summary/Keyword: Place and Space

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The Process of Place-making and the Placeness of the 'Kim Gwang-seok Road' in Daegu ('김광석 다시 그리기 길'의 장소 만들기와 장소성)

  • Park, Soon Ho
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.4
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    • pp.438-453
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    • 2020
  • This study attempts to examine the process of place-making, to define the role and interrelationship of the subjects and to analyze the placeness of the 'Kim Gwang-seok Road', a representative example of artificial place-making. Through a 10-year urban regeneration project based on the concept of Kim Gwang-seok, the alleyway between Bangcheon Market and the retaining wall of Sincheon-daero has been embedded as a memorial space for Kim Gwang-seok and an cultural art space. However, the existing placeness has weakened as the result of the excessive tourism in the late 2010s, while the characteristics of cultural commercial space has strengthened. This change in place has prompted community disintegration, which has caused the loss of momentum for sustainable development. To overcome these problems, it will be necessary to establish endogenous governance to expand and reproduce existing community capabilities, embedded social capital and place assets in new directions.

A Study on the Expressive Characteristics of Jerde Partnership's shopping mall space - Focused on Emotional Design - (저드 파트너십의 쇼핑몰 공간에 나타난 디자인적 특성에 관한 연구 - 감성디자인적 표현특성을 중심으로 -)

  • Chang In-Kyung;Kim Moon-Duck;Song Choon-Eui
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.86-94
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    • 2005
  • The recognition of emotionality becomes so important that it is called' emotional consumption society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on commercial place. Emotional design is understanded from a Interactive point of view, human and interior-space. The purpose of this study is to examine the emotional design by analysis of multiple-commercial-functioned shopping places. Specially, the most recently remarkale Jerde partnership's shopping space in Japan. Jerde partnership' project theme is creative experience by making place and experience design. Though, they weren't claim to stand for emotional design, but presented an emotional element in the shopping mall works.

A Study on the Documentary Filming Method for Specific Places - Focus on the documentary and - (장소 특정적 다큐멘터리의 촬영 방식 연구 - 다큐멘터리 <서울역>, <옥포 조선소>를 중심으로 -)

  • Oh, Sehyun
    • Trans-
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    • v.11
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    • pp.37-63
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    • 2021
  • This paper focused on documentaries and for specific places and described the documentary shooting methodology from the perspective of a Cinematographer. 'Old Seoul Station' and 'DSME' (DAEWOO Shipbuilding & Marine Engineering Co., Ltd.) are monumental spaces that reflect the value of Korea modernization and are shared by Koreans' collective memories, unconsciousness, and unique feelings for the place. 'Old Seoul Station' has changed its place identity to a new space called "Culture Station Seoul 284." 'DSME' is a large-scale industrial complex that still functions actively, and it is like an organism that seeks to change according to changes in its industrial structure. and observe and record images of space related to place identity and the people related to it. It shows the construction of staring into a space in a particular place and continuously recording and placing moments of experience, such as the appearance of people working and resting. If it is not recorded through this, it allows us to see intangible narratives related to volatile place identity, and enables specific place experiences through theaters. This study focuses on production theory based on examples of documentary filming methods for these specific places.

A Study on the Characteristics of Game Space from a Place-Based Perspective (게임 공간의 장소적 특성 연구)

  • Jung, Naun;Lee, Seungje;Lee, Byungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.67-82
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    • 2019
  • Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.

Comparative Analysis on Domestic and Overseas Design Guidelines for Aging in place (지속적 거주(Aging in place)를 위한 국내·외 주택설계지침의 비교)

  • Kim, Hye-Shin;Park, Soobeen
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.9
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    • pp.19-28
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    • 2019
  • Domestic and international laws and regulations on design of residential environment are adopted, revised and supplemented to solve the problems such as access, safety and privacy in the residential space of the elderly and the disabled. This study is an comparative analysis of Korea and Japan, USA, UK laws and regulations on environment design by literature review. The purpose of this study is to present the basic materials required for development of the standard that would supports the undiscriminatory physical environment for the socially weak who are experiencing aging and disability, due to the restricted scope of entrance, bathroom and kitchen spaces with high frequency of safety accident. The results of this study are as follows. (1) Design guidelines on residential environment were compared under five residential factors for aging in place: safety, accessibility, amenity, usability and privacy. (2) The guidelines of each country applied to the entrance, bathroom and kitchen space were compared. (3) The results showed present guidelines should be completed with 'safety', 'accessibility', 'amenity', 'usability' and 'privacy' for Aging in place.

The Significance of Sense of Place in Environmental Education (장소감의 환경교육적 의의)

  • Kwon, Young-Rak;Hwang, Man-Ik
    • Hwankyungkyoyuk
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    • v.18 no.2 s.27
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    • pp.55-65
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    • 2005
  • The aim of this study is to explore the meanings and significance of sense of place in environmental education. Sense of place is related to affective aspect of human, means emotional bonds to place where he live. In general sense, place is referred to a location on the earth but is not confined to physical settings or space. It is a construction reflecting human experiences and meanings and being center of meaningful experiences in everyday life. Recently there are many environmental educators emphasizing lived experience as a way to develop environmental sensitivity or intimacy toward nature. Environmental education should be practiced in the place where the participants live and reflect locality including social and cultural characteristics as well as natural features. In addition, it should provide opportunities for participants to have an lived experience where they can get the sense of bonds to place or connectedness. It is the significance that sense of place has. If you get sense of place, sense of bonds to place, you are likely to feel much more belongingness and attachment to place, which in turn become a basis for a variety of activities to conserve and improve the place and will develop an ecological self.

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Strategies for Recreation of Metaverse Convergence Space (메타버스 융복합 공간의 재창조를 위한 전략)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.676-684
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    • 2022
  • In this paper, we consider the potential of a metaverse space that can be expanded infinitely through the reinvention of the metaverse space. In particular, this study attempted to establish a new concept of metaverse space, and to present research models and strategies between technologies and humanities. To perform this, this study revealed problems that can be overlooked through characteristic analysis of the metaverse space and proposed ways to overcome them through in-depth interviews with experts. In this way, interdisciplinary research will contribute to the revitalization of the metaverse content industry in the mid to long term. Therefore, through this study, it is expected that reinterpreted metaverse space can reach a practical realization as a meaningful place of life and a creative space through Yi-Fu Tuan's concept.

A Study on the Vernacular landscape Pattern of Nagan Walled Traditional Village(락안읍성) in Suncheon

  • Shin, Sang-Sup
    • Proceedings of the Korean Environmental Sciences Society Conference
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    • 2003.11a
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    • pp.185-191
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    • 2003
  • Walled town was located on the axis connecting symbolic places, which was a feng-shui lucky place of a mountain sits to the rear and a body of water sits to the front. It represents environmental development of cultural space by blend of folk belief, religion, social system, administration facilities and living culture buildings. Therefore it is sustainable cultural view connected of formed or formless religious view and artificial view(wall, government buildings, living houses, and cultivated land so on) in a nature landscape. Environmental design technique, enlarging its meaning and value of living to mental level was founded from space composition and settlement, which was constructed organized space of government and residence area of walled town within the wall for looking for lucky place(from best, better, and good places) in order to construct ecological network (天+地+人, 山+水+方位+人, 地理+生利+山水+人心) by outlook of space and settlement.

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The Taoist Approach to 'Place' and 'Experience' as Seen by Anthropogeographers: Focusing on Jeff Malpas and Lao-Zhuang Thought (인문지리학자의 '장소'와 '경험'에 대한도가적 접근 - 제프 말파스와 노장사상을 중심으로 -)

  • Kim, Dug-sam
    • Journal of the Daesoon Academy of Sciences
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    • v.33
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    • pp.351-379
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    • 2019
  • In this paper, the approach to 'Place' and 'Experience' typically adopted by anthropogeographers will be reconsidered in light of the Taoist perspective to these phenomena. In order to develop the discussion more specifically, this exploration will be based on Jeff Malpas's philosophical theories rather than geography, and the Lao-Zhuang (Laozi and Zhuangzi) perspective will also come into pace as place and experience are examined. In this paper, I have divided place and space on the basis of their dictionary meanings and have reconsidered each via Malpas and Lao-Zhuang views. I then discuss place in terms of 'Place' and 'Place experience.' Experience is what Malpas emphasizes as having Place in regards to place. Through this, I check the placing of place and examined the characteristics of place, while comparing the views mentioned in Lao-Zhuang with those of Malpas and considered their meanings. In this study, I look at why a place should be a place, what experience in a place means, and what view and position Lao-Zhuang Thought has on this matters. Place is a meaningful subject for both the East and the West. Based on this work, I hope that Asian place theory can emerge anew.