• Title/Summary/Keyword: conversation space

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A Study of Architectural Space Organization for the Promotion of Interactive Conversations and the Design Application for a Public Hospital Project (대화 공간을 제공하는 마을 같은 도시형 공공병원의 건축공간 구성방식과 설계적용 연구)

  • Lee, Young-jin;Lee, Jungman
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.21 no.3
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    • pp.47-55
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    • 2015
  • Purpose: While medical standard is rapidly improved, welfare of users and employees in hospitals is not treated correspondingly. Intercommunication of hospital users is thought to be very important for their welfare, and provision of conversation spaces within hospital environment needs to be expanded by architectural design. Space organization methods for the design of conversation space is to be embellished. Methods: Literature and hospital designs are analysed in order to develop the basis of argumentation for the hospital conversation space. 15 hospitals are reviewed and designed spaces for the intercommunication of the users are examined, Space organization efforts and design experiments are identified, and 6 organizational methods are proposed such as: 1) reducing territoriality 2) flowing space 3) categorizing and separating spaces 4) height variation 5) contact with outside and 6) Sun-lighted space. Results: 6 organization methods are confirmed in precedent hospital cases, and these proposed methods are applied in a new hospital design project to verify their usefulness. Implications: A hospital design project is presented based on these proposed methods of organization for the conversation space. Outcomes of this study can be applied for the formulation of human intercommunication spaces in other facilities.

Evaluation of Lighting Environment of Residential Space for Senior People by each Life Behavior with Mock-up Model (실물대 모형을 이용한 고령자 주거공간의 생활행위별 조명환경 평가에 관한 연구)

  • Kim, Byoung Soo;Yim, Oh Yon
    • KIEAE Journal
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    • v.7 no.5
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    • pp.35-40
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    • 2007
  • The purpose of this study is to execute evaluation experiment to know the evaluation property of lighting environment of residential space for senior people, considering visual characteristics along aging, and finally provide basic data for the lighting plan to ensure the visual amenity. Processes of this study are as follows;1) Analyzed the variation property of visual sensibility and visual ability of senior people along aging. 2) Selected 3 types of life behavior(rest, conversation and reading) after checking life behavior in residential space for senior people based on advanced study. 3) Made the Mock-up Model that Dimming is possible, actual furnace to model. 4) Executed sensitivity evaluation experiment about lighting environment. 5) Analyzed evaluation property of lighting environment of residential space for senior people. Results of this study are as follows, 1) With lens-filter, we got comfort and amenity in bulb-color lamp which has similar color temperature with red of lens filter. 2) Lighting environment tests during conversation : With lens filters, they felt comfort on bulb color in case of higher illuminance than 850lux and daylight color in 500lux. 3) Lighting environment tests at reading : With lens filter, bulb color got better score in brightness and appropriateness than daylight color.

A Study on the representation-language from image features of Interior Design - Focused on 2008 International Fair - (실내디자인 이미지 유형의 특성에 따른 표현어휘 연구 - 2008년도 국제박람회를 중심으로 -)

  • Sheen, Dong-Kwan;Han, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.216-224
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    • 2008
  • The represented Design Language have to include design meaning by functions in Interior. It also is able to easy and quick to understand in conversation for the design proposal. In this study, 6 stages suggest for the basic forming image in Interior Design. Those are form, line, space, color, material and principles of design. And essential image language arranged by preceding research. The fundamental 6 elements of space are used for explanation with the minimum method to make consumer understand through some image. Image has the communication function as a visual conversation in Space Design. The purpose of using the image language is the exchange into communication by written visual image. In order to it is necessary to delivery correct meaning of Interior Design for the understand between consumer and designer for the suggestion through images. Therefore, making categories for representation-language from image features of interior design is a important research with the value to share the spatial pattern. It will be expected to add the spatial Image language by processing with new trend.

A construction of dictionary for Korean Text to Sign Language Translation (한글문장-수화 번역기를 위한 사전구성)

  • 권경혁;민홍기
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.841-844
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    • 1998
  • Korean Text to Sign Language Traslator could be applied to learn letters for both the deaf and hard-of-hearing people, and to have a conversation with normal people. This paper describes some useful dictionaries for developing korean text to sign language translator; Base sign language dictionary, Compound sign language dictionary, and Resemble sign language dictionary. As korean sign language is composed entirely of about 6,000 words, the additional dictionaries are required for matching them to korean written language. We design base sign language dictionary which was composed of basic symbols and moving picture of korean sign language, and propose the definition of compound isng language dictionary which was composed of symbols of base sing language. In addition, resemble sign language dictionary offer sign symbols and letters which is used same meaning in conversation. By using these methods, we could search quickly sign language during korean text to sign language translating process, and save storage space. We could also solve the lack of sign language words by using them, which are appeared on translating process.

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A Study on the Teacher's Facilities Space of Integrated Schools (통합운영학교(統合運營學校)의 교원설계공간(敎員施設空間) 연구(硏究))

  • Jung, Jinju;Choi, Hyoseung
    • Journal of the Korean Institute of Rural Architecture
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    • v.5 no.3
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    • pp.44-52
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    • 2003
  • Past, teacher's facilities space of school arranges the desk by teacher's number and businesslike function a teacher's room and night-duty room, supplementary rest space, of considered 1 room from everything mean. But, these days, teacher's space is emphasized personality of individual study conversation between teachers and a rest etc. Even though the change of such use form is very important to teacher, it is true to be not considered much in architectural planning of existing school's facilities. Plan that correspond dividing use form of school affair meeting and business, individual study, a rest etc. of forward teacher space is to need. Therefore, I wish to suggest architectural data for general and efficient operation management of integrated school through this study.

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A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

A Study on the Creative Inculturation of Dwelling Space - Based on the Thought of Heidegger′s ″Dwelling - (거주공간의 ′창의적 토착화′에 관한 연구 - 하이데거의 ″거주함″ 사유를 바탕으로 -)

  • 이승헌
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.104-111
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    • 2004
  • The purpose of this paper draws out a theoretical frame for dwelling space from Heidegger's thought, "Dwelling" and analyze Luis Baraggan's housing design as an instance of the practical expression of them. The 'creative inculturation' of dwelling space is possible through familiarity by disclosuring in time and place. Heidegger suggests that place as existential space represents the occasion revelation of incidents in Dasein. He interprets the dwelling as creative openness in which elements comprising this world face and interact with each other into one. Openness may be referred to a dynamic coordination in which the each and the world sustain each other under incessant mutual tension, but not sticking each other. Creative inculturation is determined according to how deeper conversation was made internally. To complete the process properly requires determining several relationships involved in the land area.land area.

Characteristics of cultural expression appeared in Korean, Chinese and Japanese restaurants in major international hotels in Seoul (국내 특급호텔 한중일 식음 공간 디자인의 문화적 특성 연구)

  • 오옥재;김국선;이은민;이연숙
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.82-87
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    • 2003
  • Nowadays' culture' is an important topic of conversation and rigorous researches have been done about the cultures of our neighboring countries such as China and Japan. It is expected that studies concerning applications of each traditional culture in modern design will be made rigorously in the near future. In this context this study chose five-star hotel restaurants located in Korea and investigated how the Korean, Chinese and Japanese cultures are incorporated into their modern interior design. The data were classified by space and design elements. The results show that colorful Korean identity(or Koreanity) was applied in Korean restaurants rather than the simplicity and naturalness of traditional space. As for Chinese restaurants, a large scale of space which Chinese traditional space reveals was not adopted because of their location too, but brilliant patterns and colors were used consistently. The typical Japanese style of simple lines, colors and materials were reflected in Japanese restaurants.

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Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

A Study of Speech Control Tags Based on Semantic Information of a Text (텍스트의 의미 정보에 기반을 둔 음성컨트롤 태그에 관한 연구)

  • Chang, Moon-Soo;Chung, Kyeong-Chae;Kang, Sun-Mee
    • Speech Sciences
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    • v.13 no.4
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    • pp.187-200
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    • 2006
  • The speech synthesis technology is widely used and its application area is also being broadened to an automatic response service, a learning system for handicapped person, etc. However, the sound quality of the speech synthesizer has not yet reached to the satisfactory level of users. To make a synthesized speech, the existing synthesizer generates rhythms only by the interval information such as space and comma or by several punctuation marks such as a question mark and an exclamation mark so that it is not easy to generate natural rhythms of people even though it is based on mass speech database. To make up for the problem, there is a way to select rhythms after processing language from a higher level information. This paper proposes a method for generating tags for controling rhythms by analyzing the meaning of sentence with speech situation information. We use the Systemic Functional Grammar (SFG) [4] which analyzes the meaning of sentence with speech situation information considering the sentence prior to the given one, the situation of a conversation, the relationship among people in the conversation, etc. In this study, we generate Semantic Speech Control Tag (SSCT) by the result of SFG's meaning analysis and the voice wave analysis.

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