• Title/Summary/Keyword: Play Space

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The Analysis of Communication Invigorating Element in the Play Spaces of Apartments - Focused on the Cases in Suncheon City - (아파트 놀이공간의 커뮤니케이션 활성화 요소 분석 - 전라남도 순천시 사례를 중심으로 -)

  • Yun, Yeo-Ran;Moon, Jeong-Min
    • Journal of the Korean housing association
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    • v.26 no.3
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    • pp.25-32
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    • 2015
  • Apartment complex has become the major residental type of the urban structure. apartment complex has started to equip various subsidiary welfare facilities recently. environmental planning for play space has especially been important due to the growing attention over children's emotional development. In this study, arrangement types for play spaces in apartments to invigorate communication had been analyzed focusing on physical environment. based on previous studies, the arrangement of subsidiary welfare facilities can be categorized into dispersal type, concentrative type, affiliated type, and affiliated concentration type, and the elements to invigorate communication consist of circulative elements which contain location of play space and affiliated facility, visual elements which contain visual openness, and social elements which draw arrangement types of benches. the result of the analysis devide the arrangement type into concentrative type, affiliated type, and affiliated concentration type. referring to the location of play space, the first, if it is situated outside of apartment complex, theme-centered play space can be equipped to invigorate communication, the second, if it is situated in the center of the complex or outside of the apartment complex, low fence can be applied for free sight, and the last, straight type of bench arrangement should be used in big scale play space, aspectant type and gazebo type of the arrangement can be situated only outside of complex. This research could serve as a baseline of physical environment analysis to invigorate communication for play space in apartment complex.

A Study on a Survey of Actual Conditions of Children Play Space's Safety Management within Commercial Facilities;Focused on five-place large-scale distribution stores in Seoul (상업시설 내 어린이 놀이공간의 안전관리에 관한 실태조사 연구;서울지역 대형 유통매장 5곳을 대상으로)

  • Hong, Yoon-Mi;Kim, Ji-Soo;Byun, Dae-Jung
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.66-74
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    • 2008
  • A form of consumption has been changed to a form of pursuing rather qualitative sides than quantitative sides according to an improvement of the living level followed by an increase in national income and to an increase in women's advance to society in modern society. The above change had a lot of effects on children play space, a subsidiary means within commercial facilities. However, partial children play facilities have steady children injury cases by a lack of safety management facilities. Therefore, the study investigated indoor children play facilities installed in large-scale distribution stores as department stores and discount stores out of commercial facilities in Seoul. The study investigated actual conditions and collected picture data with a checklist drawn up on the basis of the safety management standard for three months from April, 2008 to June, 2008 by visiting five places under cooperation. The purpose of the study was to grasp actual conditions of safety management of play space within commercial facilities through the contents and picture data of the investigated checklist and to offer basic data in the side of safety management of commercial facilities and various indoor children play spaces by proposing security measures for the problems.

Deokhu's culture in adolescent as a play space on Cyber (사이버상의 놀이 공간으로서 청소년의 덕후 문화)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.87-94
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    • 2018
  • The purpose of this study is to explore the essential meaning of Deokhu's culture in adolescent as a play space on Cyber. A phenomenological research method guided data collection and analysis. Qualitative research methods collected from 18 in - depth interviews using semistructured question types for 13 to 17 year - old adolescents living in Seoul Jamsil. As a result, As a result, adolescent's Deokhu culture started by stress and social and emotional desire, and especially it was utilized as a play space on the cyber of purchase activity of fandom and goods around SNS activities. This has a positive effect on self-awareness as well as self-identity formation. Above all, the shortage of play time due to heavy school entrance and the lack of socially provided play space make the cyber space as another play space for the adolescents.

Comparison Analysis Among Each Site Scale Evaluation Against Outdoor Space of Multi-Family Housing Complex (공동주택 옥외공간에 대한 단지규모별 비교평가 분석)

  • Choi, Yeol;Yim, Ha Kyoung;Cheong, Un Bin
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.1D
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    • pp.91-100
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    • 2009
  • The aim of this paper is to examine satisfaction of residents and preference on the outdoor space's design by multi-family housing complex scale. So we divide outdoor space into space for green land, space for physical training and play, space for walking and space for rest and landscape facilities. The major findings of this analysis are follows : Multi-family housing complex scale is the bigger, it is recognized by same ratio on specific outdoor space in housing complex that are space for green land, space for physical training and play, space for rest and landscape facilities. And space for physical training and play is found commonly into the poorest space in housing complex. Evaluation for resident's perception on outdoor space by multifamily housing complex scale shows that housing complex scale is the bigger, resident's satisfaction is the lower. That means that housing complex of large scale can't satisfy the diverse resident's demand.

A Study on Heidegger's Concept of Play (하이데거의 '놀이'개념)

  • Bae, Sang-sik
    • Journal of Korean Philosophical Society
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    • v.123
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    • pp.135-164
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    • 2012
  • This paper aims to clarify Heidegger's concept of 'play(Spiel)'. Through Heidegger's ideas of play, we are going to present that the concept of play, as frequently argued, not only stay with playful side associated with human mental activity but also like with further perspectives. In other words, we will show the ontological meaning of the Heidegger' concept of play. First, in Heidegger's early thinking, the play appears in 'play of life' or 'play of transcendence'. In contrast, in his later thinking, the play appears in 'play-space', 'Time-play-space', 'mirror-play', 'play of silent', etc. Thus, we have tried to clarify the Heidegger's concept of play that divided as the starting point of his turn(Kehre).

Analysis on Preferred Element on Constructing Creative Play Space Design (창의적 놀이 공간 구축을 위한 디자인 선호 요소 분석)

  • Han, Hyun-Suk
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.389-396
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    • 2020
  • The purpose of this study is to investigate the various perspectives that children can provide by utilizing specific physical spaces for play, and to study how to effectively apply them to surrounding spaces and environments. AHP was used to analyze the preferred elements for effectively designing a play area. The main keywords were derived through case studies of various domestic and foreign play space designs, and each keyword was grouped and a keyword of a higher concept was derived. The results of the comparison of 14 keywords that were finally drawn using AHP for each element were used to derive the priority for the preferred elements. As a result, preference was derived in the order of "Openness", "Safety", and "Diversity" in the morphological properties of the play space, and "Adventure", "Five senses elements", "Visual elements" and "Interactivity" in the content properties of the play space.

A Study on the Evaluation of Housing Fitness for Child Rearing and Development (유아양육측면에서의 주거공간의 적합성 평가에 관한 연구)

  • 김미숙
    • Journal of the Korean Home Economics Association
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    • v.30 no.4
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    • pp.137-152
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    • 1992
  • The purpose of this research is to obtain an empirically-based understanding of the attitudes of those children and mothers living in three different housing types : detached houses. row houses / villa and apartments. The subjects are 547 elementary school children in the fourth, fifth and sixth grades and their mothers in four different residential areas, Seoul. Followings are the result of this research. 1) Mothers put the first priority on the convenience of the dwelling space from the educational point of view, and they make complaints about their present dwelling space, in particular, children's play and storage space and the size of children's room. 2) They care a lot about the size of housing and, if the size of the housing is held constant, the mothers living in the apartments have more complain about. 3) The difference in the way children and mothers regard their dwelling space is great. The mothers would like to draw a clear line between rest space and play space. They would like to see their children play in their rooms, but children want to make use of the whole space of their housing for play. 4) Mothers think that the children's rooms should be used primarily for study while children think that their rooms have multiple uses such as studying, resting, and playing.

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An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

An Analytical Study on the Environmental Design of Play Therapy from Children with developmental disability (발달장애아동의 놀이치료환경에 관한 공간분석)

  • Lee, Pyung;Lee, Eun-Suk;Lim, Kyung-Ran
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.247-250
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    • 2008
  • As society and culture becomes complicated and diverse, so do the ensuing problems. The symptoms from the stress there was mainly focused on the adult group, however, now, they are shown in children. So the play therapy attracts attention as a way to cure stress. This study is intend to analysis an environment of play therapy space which would play an active role during treatment through the understanding of children's playing behavior. Disable children's playing therapy and pattern should be considered in the playing environmental design, and their feelings also need to be considered. The cozy and relaxed environment is important to children, so that they can have a natural interaction with the environment during the therapies. Output the factor of environment for play therapy and suggest the space of play therapy which fit on it.

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Visual Environmental Elements of Game Space by Play-Event in Adventure Games (어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소)

  • Choi, GyuHyeok;Jin, Hyungwoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.47-56
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    • 2020
  • The purpose of this study is to analyze visual environmental elements of game space by play-event in adventure games. We extracted common six types of play-event through exploring ten representative adventure games and organized three types of space structure and four types of object as the criteria of analysis. Based on the criteria, we embodied the characteristics of visual environmental elements by performing direct playing and monitoring. As a result, we verified that the story intended and the gameplay induced by the play-event are closely related to visual environmental elements.