Journal of the Korean Institute of Landscape Architecture
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v.27
no.3
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pp.98-108
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1999
The purpose of this research is to help outdoor space planning reflected real needs of apartment residents in the differentiation elements of outdoor space, by using USC trade-off game in three apartment complexes in Seoul. This game method was used to evaluate their preference, reliability of preference degree, satisfaction degree, requirement elements such as improvement, sacrifice, maintenance of present condition, and payment possibility for improving and maintaining present condition, in addition to their preference and payment possibility of differentiation of outdoor space in the apartment complex in the future. From the statical analysis, we found the following results: 1. Reliability of preference degree was valid, inasmuch as the first elements they preferred were the almost same as the last things. 2. Elements of preference were pedestrian ways, pedestrian security facilities, various athletic facilities, and variety and high-class facilities in a play ground. 3. Satisfaction degree of differentiation elements of outdoor space was low not only in total complexes but also in each complex. As a result of analysis, these elements were not satisfied with residents. 4. Most of the differentiation elements of outdoor space in three apartment complexes, except planting traditional trees, were required to improve and maintain present condition. The cost to improve and maintain these elements able to pay by them was about 2.18 million won. Through this result, these elements were not options but prerequisites for planning outdoor space in apartment complexes. 5. In the future preference elements of differentiation of outdoor space in apartment complexes were pedestrian and jogging ways, places with water, various athletic places and facilities, multi-function resting places, green spaces in experiences, pedestrian security facilities, various athletic facilities, variety and high-class facilities in a play ground, and payment possibility for these elements was about 3.20 million won.
Journal of the Korean Institute of Landscape Architecture
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v.13
no.2
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pp.99-114
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1985
^x Open space has become the subject o\ulcorner remarkable, new interest ; and many studies have been done recently. In urban pattern, the significance of open space is not its quantity but how it is arranged. The end of this article is to set up a plan for the open space system for Kyongiu city. This paper has three parts : first, a brief discussion of the concept and function of open space ; secondly, a review of open space system ; and finally, a case study of Kyongju City. Especially, this study is focuced on the methodology in conserving and using prototype plan for historic and cultural environment. The result of this study may be summed up as follows : 1) The open space network for kyongju city can be planned out as a belt and ripple pattern. 2) The linear element of open space must play an important role in connecting each element with the whole open space system. 3 ) The Hwangseong pork can be the focal element of the open space system.
The purpose of this study is to understand mothers' experiences in filial therapy and to investigate them from a phenomenological perspective. For these purposes, three mothers were observed in a filial therapy process from a counselor and researcher perspective from December 2009 to April 23, 2010. After the program, mothers were interviewed and video tape were used in order to a better understand their experiences. Their experiences were analyzed in a format of experience with time, space, relation, and body, and interpreted their meanings. The result of the study shows the follows: Mothers have failed to put a priority on making time for a special play session.; They also had conflicts when they were unable to handle new skills.; They failed to make proper responses; They failed to internalize the space itself; The first intense emotion they felt in a play session was 'awkward.'; They learned what kind of person they were by using new skills through the body.; The method of how mothers formed a relationship with their children revealed itself in play. The meanings of participation in filial therapy can be discussed from two perspectives; 'becoming an observer' and 'taking care of'.
The interest and expenditure for children is increasing than in the past because the number of nuclear family is growing, the children's space is configured independently in most homes from infancy, therefore, the market of children's furniture is expanding in spite of the reduction in the population of children. There are not many products considering age, gender, and play behavior in children's furniture market in Korea. The bed, desk, chair, and closet for children under 2 years hold a large majority of children's furniture, there are not a lot of preschool children's furniture for the children aged 4 to 7. As the children aged 4 to 7 experience physical, emotional, and cognitive growth at the same time, the space configuration and furniture choice for these children is educationally very important. Therefore, in this study, we present the importance and necessity of playable furniture to promote the physical, social, emotional, linguistic, and cognitive development of the children aged 4 to 7 among preschool children. We found the concept and basic condition of playable furniture to collect the base data for developing playable furniture and provided the basic data for the development of an ideal playable furniture by comparing and analyzing the cases of 157 items of 14 domestic playable furniture companies and 365 items of 30 overseas in aspect of play functions, forms, materials and colors.
In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.
Journal of the Korean Institute of Landscape Architecture
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v.47
no.5
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pp.1-13
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2019
This study is to derive a design alternative to the FECC (Forest Experience Center for Children) that meets the preschooler's preferences. For this purpose, preschooler participation is included in each phase of the FECC, the site perception phase, the deriving design elements phase, and the deriving design alternative phase. In this study, the process of the deriving design alternative phase was carried out with kindergarteners and preschoolers (6, 7 years olds; all 41 students) at Songsan-mulbit FECC in Gwangsan-gu, Gwangju. In order to derive the design alternatives, three detailed design processes (preschooler participation 2 times, researcher analysis 1 time), tool construction, and a preschooler participation workshop were conducted. The results of this study are as follows. First, as a result of the preschooler's design process, 41 designs were drawn, and an average of 7.66 spaces were drawn by each preschooler. The 6-year-old males designed the least (average 6.80 spaces) and the 7-year-old females designed the most (9.0 spaces). The physical and adventure play spaces were most common (38.9% to 48.7%) regardless of gender or age. To analyze the feasibility of the preschooler's design using a base map, the appearance of the physical environmental characteristics (7 items) in the site were analyzed in each of the 41 designs. As a result, the environmental characteristics were apparent a total 72 times overall. Similar environmental characteristics appearing more than once were apparent in 87.8% (26 designs) of designs. Second, three design alternatives were derived: APS- types (intensive planning of active play facility spaces) was presented in 15 designs, NS-types (planning focused on nature spaces) was presented in 14 designs, and SPS-types (planning focused on static play facility spaces) were presented 12 designs. Third, NS-type, which were finally selected through a preference assessment (5-point scale) and a comparative assessment of the three alternatives, has mainly natural spaces (forest space, forest path, shelter, natural exploration space, and ecological pond) and active play facility spaces, water play space and soil (sand) play spaces was appropriately designed. Therefore, the NS-type was analyzed as the design alternative that can fully accomplish all types of cognitive development through developed through play (functional play, constructive play, dramatic(symbolic) play).
Journal of the Korean Institute of Educational Facilities
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v.27
no.4
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pp.11-16
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2020
Today, the paradigm of education is changing from teacher-centered, facility-centered, supplier-centered to student-centered, people-centered, and user-centered. In 2019, the Ministry of Education promoted the school space innovation project to provide a school space as a balanced life space, such as learning, play, and rest, through educational activities led by students, who are the leaders of the future society. Based on this, Incheon Metropolitan City Office of Education prepared a manual for practice while carrying out a project to build a future classroom. In those projects 'user participatory design' is applied as a new design approach and facilitators play an important role as experts in the process of user participatory design. However, it is different from the guidelines by the Ministry of Education in terms of facilitator role; facilitator in Incheon's future classroom projects can be in charge of designer part. This was possible because the design scope was limited to the classroom space and the construction permit work was not applied, and the Incheon Metropolitan City Office of Education seems to be able to successfully implement the plan derived through 'user participatory design' under the responsibility of the facilitator. However, this may be considered to be inconsistent with the basic purpose of the school space innovation project. In the case of the school unit project, it is considered that more systematic supplementation is necessary.
Journal of The Korean Digital Architecture Interior Association
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v.10
no.3
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pp.5-10
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2010
This study aims to find out the present conditions of pilotis space, and the usage and requests of it by residents as to suggest the direction in planning pilotis spaces in apartment housing. This study selected six apartment complexes, and conducted case-studies and surveys of them. The study findings are as follows. 1) The types of pilotis spaces of the apartment housing can be categorized into an entry type, a community type, a recreational type, a bicycle storage type, a pedestrian passage type, a parking type, and a visual passage type. As a result of studying the present conditions, pilotis spaces of a recreational type were the most, and a community type and a parking type were not found. It was found that diverse types of pilotis spaces need to be planned in consideration of the characteristics of an apartment complex and its residents. 2) As for residents' time spent in using the pilotis space, they spent little time. This can be attributed to the fact that most pilotis spaces were designed only with simple flat benches, and gazebos, which seemingly failed to draw residents' attention. Therefore, the spaces need to be planned for diverse purposes after examining residents' needs, which can include indoor exercise equipments and children's play facilities. 3) Regarding the residents' requests about pilotis spaces in the apartment housing, the most widely requested was using it as a community space. Also, many requested to use it as a library, and a children's play space. Therefore, it needs to be considered to plan the pilotis space for providing diverse programs.
The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.
The purpose of this study is to develop play education programs based on the instructional systems development (ISD). To achieve the goal, play education programs for elementary school students were developed based on the ADDIE model. Internal researchers, teaching design experts, and subject matter expert reviewed, modified, and developed play and education programs having three modules: design and scheduling, making a model, and preparing an exhibition. Students set up a program to realize the play space they want through collaboration with their peers. The program was applied to fifth grade elementary school students in Chungju for verification of the play and education program. At the end of the play education program, the FGI was conducted on 13 students to measure the overall value of the play education program, including its sustainability. Through these processes, we drew the effects and implications of the play education program and presented future research directions of play education and projects for elementary school students.
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