• Title/Summary/Keyword: Space experience

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A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo (체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로)

  • Ha, Ji-Young;Lee, Seung-Hyun;Kim, Deok-Hyeon
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.161-184
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    • 2014
  • The dramatic rise of experience space using cultural heritage in modern architecture has been generally acknowledged in recent literature. The present study aims to investigate effective ways to enhance competitiveness in local experience space, with an emphasis on the use of cultural heritage in modern architecture. Using the case of the Sam-Rae Arts Village in Wanju-gun, Jeollabuk, this study analyzes the characteristics of the 4Es in experience economy theory. In order to arrive at findings that represent the variety of perspectives found in this context, qualitative interviews were conducted with three groups: public officials, maintenance staff in the experience center, and field experts. The results of this study revealed that the Visual Media Art Museum and Book Wooks were used for entertainment, the Corpentry Shop for education, the Book Museum for escapism, and the Design Museum Culture $Caf{\acute{e}}$ The O's for aestheticism. Additionally, depending on the commercial potential of the respective experience space, the Corpentry Shop, Book Wooks, and the Culture $Caf{\acute{e}}$ The O's were used for profit purposes while the Design Museum and the Visual Media Art Museum for non-profit. Based on the findings of the present study, effective ways to enhance competitiveness in the local experience space are suggested. First, the public nature of cultural enjoyment may be realized in a field that bears non-profit characteristics. In exhibiting works, the experience space could suggest the extra demonstration. Second, in the for-profit experience hall, the securing of tourists may help to maximize profit. In so doing, a variety of experience programs and activity spaces could be provided internally, while advertisement marketing through mobile and SNS could be reinforced externally.

A Study on the Characteristic of 'Movement' Expression by the Moving Experience in Display Space (전시 공간의 이동 체험을 통한 움직임 표현에 관한 연구)

  • 이정미;임채진
    • Korean Institute of Interior Design Journal
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    • no.5
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    • pp.9-16
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    • 1995
  • The purposed of this study is searching the characteris-tic of 'Movement' expression by the Moving experience in display space. First, the concept of 'Movement' was defined by visitor's moving experiences according to the time pass and to visual perception. Exhibit cases were analygied to fine the relationships the defined 'Movement' experience with display spaces. But, 'Movement' is related moving experience from the entrance to importance of display space, and that is picked out key word in movement expression. Consequently, two category (visual expression, expres-sion method) to regard on the space design in display space was suggested focused on the concept of 'Movement'.

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Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A Study on the Emotional design approach in the Therme Vals designed by Peter Zumthor (피터 쥼터의 썸 발즈에 나타난 감성 디자인 접근에 관한 연구)

  • Woo, Ji-Yeon
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.77-85
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    • 2010
  • The Therme Vals is a hotel and spa which combines a complete sensory experience designed by Peter Zumthor. This study aims to find emotional design approaches of the Therme Vals through references, observation from site visit, interview and discussion related to this topic. This space was designed for visitors to luxuriate and rediscover the ancient benefits of bathing. The combinations of light and shade, open and enclosed spaces and linear elements make for a highly sensuous and restorative experience. The study observed the emotional design characteristics of the Therme Vals through space approach, aesthetic and experiential sides. For space approach side, emotional experience in gradual process to approach the space was mentioned, for aesthetic side, mystical combination of light, stone and water was observed, for experiential side, 5 senses experience and space programing for adjusting the density of the space were observed. This study found that the spa has the quality of spiritual, soul-touching delight like religious experience. The fascination for the mystic qualities of a world of stone within the mountain, for darkness and light, for light reflections on the water or in the steam saturated air, pleasure in the unique acoustics of the bubbling water in a world of stone, the ritual of bathing-all these notions were explained in Peter Zumthor's construction details. In the result of the interview and discussion, people love the space and praised it highly for the emotional design regardless of space experience, age, sex or ethnicity. Emotional design approaches based on human nature, materiality, and memory of the places is more powerful than other emotional design ideas with technical devices, special themes, digital effects, vivid colors and shapes.

A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space - (유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 -)

  • Moon, Suk-Young;Kim, Jin-Mo
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.5
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    • pp.3-10
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    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.

A Study about spatial experience on Intermedia Space of Eco-Architecture Office building (업무시설 친환경건축에 있어서 공간체험에 관한 연구 매개공간에 있어 친환경건축의 공간성 및 공간체험을 중심으로)

  • Kim, Sun-Jick;Do, Kyu-Hwan
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.4
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    • pp.67-80
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    • 2011
  • The architectural space is the involuntary place where man lives and experiences, and as a 3 dimensional space through the continuous experience with the concept of 4th dimension of time, it provides the observers with the dramatic space imagery. These kinds of space experiences are experienced mentally and perceptively through the physical elements of inner and outer space of the architectural buildings, and this space imagery is created here by all the space composing elemensts of the building. These space experiences are caused by the changing processes of the space characteristics, and the observers perceive the changes in space characteristics. The present building is going with Eco-Architecture. When 2008 sees the building,,Eco-Architecture design which hits appears. There is a possibility of seeing 16 kind types from that place. And From here examined the spatiality which is expressed. These changing processes of inner and outer space, space versus space, and unit space, which are perceived by the observer. It`s way to help in architectural design and wishes.

Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

A Study on Applying the Concepts of Interaction Design to Space (공간에서의 인터랙션 디자인 개념 적용에 대한 연구)

  • Kang Sung-Joong;Kwon Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

A Study on the Characteristics of the Library Space for Introducing Urban Experiences (이용자의 도시적 공간체험을 유도하는 도서관 공간 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.240-247
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    • 2014
  • This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.