• 제목/요약/키워드: creative play environments

검색결과 10건 처리시간 0.027초

대전시 어런이 공원 놀이터 환경 개선 방안에 관한 연구 (A Study on Improving Child Playground Environment in Daejon)

  • 최목화
    • 대한가정학회지
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    • 제39권9호
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    • pp.79-93
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    • 2001
  • The purpose of this study is to develop the creative play environments for children. Physical environment is very important for play of child. Play activities of chad depends on materials and resources of physical environment around housing. To achieve the purpose of the study, following research questions are performed: 1) to investigating the play environments and its maintainence in Daejon 2) examining and analyzing the contents, safety, and functions of the playgrounds selected based on above findings 3) suggesting the creating play environments for child. Eighteen playground were selected and evaluated objectively by trainned personnel; the subjects(55children and 39adults) who used the playgrounds evaluated the playground subjectively. The results were as fellows: 1) Playgrounds selected in this study were conventional playgrounds, in which child can only do simple physical activities. The playground has installed fixed equipment in a row, in an effort to utilize whatever space available. However, such places are neither developmentally or economically sound. 2) The playgrounds evaluated in this study were very poor in matter of content, safety, and functions. The playgrounds lacks play materials, equipment, national features, storage, and do not follow national safety guidelines and standards. 3) The playground should offer much wider variety of natural material- textures including grass, dirt, stone, brick, plastic, metal, bark, leaves, sand, water, and a larger variety of plants, gardens, natural areas, and animals.

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국내 오피스 공용공간에 나타난 공간특성 및 표현방법에 관한 연구 - 탈경계성, 자연친화성, 유희성을 중심으로 - (A Study on Spatial Concepts and Expressions shown in Common Areas of Domestic Offices - Focused on Concepts of Non-territoriality, Eco-Friendly, and Play -)

  • 김지이;심은주
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.84-92
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    • 2009
  • Sociological, technical, and organizational changes have affected the culture of business in many ways. These changes are now encouraging new concepts in the workplace environment such as emotional approaches for a more creative and humanistic workplace let alone enhancing image of the company. The aim of this study is to understand current situations of common office areas and serve as a stepping stone for designing more creative and stimulating work environments. The study first examines concepts of new office designs in our modem society, then defines categories such as territorial fuzziness, eco-friendly, fun and play. Secondly, by using content analysis as research tool the researchers have investigated how the conceptual categories and detailed design presentation methods are shown in workplace designs in Korea. Scope of study is limited to 39 office design projects from 2002-2008 presented in the Korean monthly magazine 'Interiors'. As results. territorial fuzziness was found to be most popular method while play the least. For application wise, meeting rooms, rest area and hallways were places where these concepts appear the most. Even though, these new approaches in office designs can be found in our domestic offices, still more experimental and active approach seems to be needed.

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

  • 한현석
    • 디지털융복합연구
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    • 제18권10호
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    • pp.389-396
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    • 2020
  • 본 연구는 어린이들의 창의적인 놀이 행위를 위해 특정한 물리적 공간을 활용하여 사용자가 제공할 수 있는 다양한 관점에 대해서 디자인하기 위한 필요 요소에 대해 조사하고, 주변 공간과 그 환경에 그 결과를 효과적으로 적용하는 방법을 연구한다. 놀이 공간을 효과적으로 디자인하기 위한 선호 요소를 분석하기 위해서 AHP 분석 방법을 활용하였다. 다양한 국내외의 놀이 공간 디자인의 사례 조사를 통해서 주요한 키워드를 도출하였으며, 각 키워드를 그룹핑하고 상위 개념의 키워드를 도출하였다. 이를 통해서 최종 도출된 14가지의 키워드를 AHP를 활용하여 각 요소별 쌍대 비교한 결과를 통해서 놀이 공간을 디자인하기 위한 선호 요소에 대한 우선 순위를 도출하였다. 분석 결과 놀이 공간의 형태적 속성에서는 "개방성", "안전성", "다양성" 등의 순서로 선호도가 도출되었으며, 놀이 공간의 콘텐츠적 속성에서는 "모험성", "오감 요소", "시각 요소", "상호작용성" 등의 순서로 선호도가 도출되었다.

New record of three aquatic species of Enchytraeidae (Annelida: Clitellata) from Korea

  • Lee, Jeounghee;Jung, Jongwoo
    • Journal of Species Research
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    • 제5권3호
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    • pp.541-546
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    • 2016
  • Enchytraeidae is one of the largest groups in Clitellata. They are commonly found in soil and aquatic environments and play important roles in these ecosystems. It is not easy to study enchytraeid clitellates because of difficulty in distinguishing morphologies between closely related species. In Korea, 29 species have been reported in this family. Of these, 27 species are terrestrial and only two species are aquatic. Here, we report three aquatic enchytraeid species new to Korea: Fridericia glandifera Friend, 1913, Henlea montana Rota, 1994 and Marionina brendae Bretscher, 1899.

뮤지컬 의상 제작의 실제와 의상 디자이너의 역할 - 국내 중소형 창작 뮤지컬 사례분석을 중심으로 - (The Practice of Musical Stage Costume Production and the Role of the Stage Costume Designer - Focused on Case Studies of Domestic Small- and Medium-Sized Original Musical Productions -)

  • 박내리;이금희
    • 복식문화연구
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    • 제20권1호
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    • pp.18-35
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    • 2012
  • The purpose of this study is to offer a holistic description of the role demanded of costume designers to provide qualitative improvement of costume designs for small- and medium-sized musicals. The study accomplishes this by analyzing the relationship between the play and costume design in musicals and also by examining the process and environments in which costumes of small-sized theater companies' original musicals are produced. The methods of study are empirical research of literature related to dress, stage art, and culture & arts from both domestic and foreign publications; research of visual materials related to plays; and production and analysis of theatrical performances in which the researcher has participated as a costume designer. The results of the study are as follows. First, professionalism of the play and visual perfection of the work may be enhanced by costume designers actively participating in meetings with staff from each field of the play. Second, by taking advantage of the unique aspects of the work environment of small-sized theater companies' small- and medium-sized original musicals, such as harsh situations of regular and periodical meetings with all staff member, the designer may consider the director's intentions and concepts of the play, but should display more creative and autonomous design abilities. Third, because the costume designers of small- and medium-sized original musical plays are given a small budget and short production periods, the ability to systematically manage budget and production periods and the ability to flexibly handle unexpected incidents during the play is essential.

Information Technologies as an Incentive to Develop the Creative Potential of the Educational Process

  • Natalia, Vdovychenko;Volodymyr, Kukorenchuk;Alina, Ponomarenko;Mykola, Honcharenko;Eduard, Stranadko
    • International Journal of Computer Science & Network Security
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    • 제22권4호
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    • pp.408-416
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    • 2022
  • The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.

공동육아 협동조합 어린이집 보육철학과 건축공간의 관계성 (The Relationship between Childcare Philosophy and Architectural Space of Communal Childcare Cooperative Nurseries)

  • 유명희
    • 교육시설 논문지
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    • 제19권2호
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    • pp.41-50
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    • 2012
  • This study aims to analyze chlidcare philosophy and the architectural characteristics of communal childcare cooperative nurseries(parent cooperative childcare facilities), and also to examine their mutual relationship. The communal childcare cooperative is an ideal childcare method to break away from employee-supported childcare system and cooperatively solve childcare problems in the family community system. The child-rearing philosophy of the communal childcare can bring spontaneous and creative development amidst 'daily life' and 'play' by switching from knowledge and skill-oriented education and puts an emphasis on physical environments in child's growth. The features of architecture related the childcare philosophy derived from this study are as follows: the way of participation and self-help, the extension of spatial scope and focuses on outside space, architecture of house-like residence rather than educational facility, spatial 'overlapping' focusing on transitional space and multi-purpose space rather than spatial partitions, the pursuit of creativity through play is realized in the incompletion and unspecification of space evolving over time.

스마트 교육 커뮤니티 정보기반 도시재생 (Information-Based Urban Regeneration for Smart Education Community)

  • 김우영;서붕교
    • 대한건축학회논문집:계획계
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    • 제34권12호
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

지상주행과 공중비행이 가능한 Drone 설계 및 구현을 통한 졸업기준 인증 과정에서 공학교육 실천에 관한 연구 (A Study on the Practice of Engineering Education in Graduation Standards Certification Process through the Design and Implementation of Drone for Ground Driving and Aerial Flight)

  • 장우진;유정민;장은영
    • 실천공학교육논문지
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    • 제10권1호
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    • pp.17-24
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    • 2018
  • 전공단위로 3학기동안 진행되는 작품 설계 및 제작 활동을 통해 졸업기준을 만족하기 위한 과정 이수와 그 과정에 만들어진 결과물인 다양한 이동환경 적용이 가능한 Drone의 구상 및 제작 과정에 대해 제안한다. Ring Propeller의 형태를 이용하여 Propeller로서의 양력 발생 역할과 테두리의 면을 통하여 지면에 접촉하는 바퀴로의 역할을 모두 가능하도록 제작한다. 또한 Servo Motor를 이용하여 명령에 따라 정확한 각도를 맞추어 모터의 구동축을 변환한다. 그리고 구상한 아이디어를 3D 프린팅으로 구현하고, 추진체 구동 회로를 설계하고 제작한다. 그 결과 추진체의 무게 증가로 공중 운항과 운항중 목적한 추진체계의 실시간 변환은 성공하지 못하였고, 그 원인으로 추력 발생을 위한 크기와 링 프로펠러의 내성 한계의 오차임을 확인하였다. 그리고 이러한 과정을 통해 공학적 접근 방법과 종합설계를 통한 창의적 사고방식 및 협동심의 경험을 인정받았고, 그 결과물을 공학 논문으로 작성하고 심사를 통해 졸업기준이 만족됨을 확인받았다.

온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구 (A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment)

  • 윤세균;김태균;김민수
    • 디자인학연구
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    • 제18권3호
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    • pp.5-14
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    • 2005
  • 과거의 소비자는 있어야 하는 진에 대한 결핍상태로부터 원래의 균형상태로 나아가고자 하는 공리적(utilitarian)이고 방어적인(defensive) 소비를 추구하였다. 그러나 오늘날의 소비자는 이를 넘어서서, 감각(sensation) 그 자체는 아닐지라도 쾌락적(hedonic)이고 창의적인(creative) 이유로 더 많은 소비를 하고 있다. 제품, 서비스의 특징이나 사용편익, 품질 등을 통해 기본적 욕구를 충족시키는 소비에서 제품, 서비스 등이 제공하는 독특한 가치체계와 생활양식 그리고 이를 사용하면서 얻게 되는 총체적인 '경험(experience)'을 더 중요하게 추구하는 '경험소비의 시대'를 맞게 된 것이다. 오늘날 경험은 온 오프라인을 아우르는 다양한 영역에서 활용기고 있다. 이러한 시대적 요구는 디자인의 영역에서도 경험을 전략적으로 활용하고자 하는 경험디자인(experience design)을 탄생시켰고, 그에 대한 기초연구가 점차 증가하고 있다. 그러나 경험디자인이 어떠한 개념을 가지고 있으며, 어떠한 목적을 가지고 있는지 조차 이해하지 못한 채 수행되는 연구나 적용은 그 과정이나 방법이 본질을 벗어날 가능성이 있다. 따라서 본 연구에서는 오늘날 경험을 경제적 가치로 인식하고 이를 실질적으로 활용하고 있는 분야를 중심으로 경험의 활용 개념과 한계를 밝혀 디자인 영역에서 적용될 수 있는 경험의 의미적 체계를 확립하고 수용되고 소통될 수 있는 경험디자인의 개념과 목전을 제시하고자 하였다. 연구결과 온라인 환경에서 활용되는 경험의 주된 개념은 오프라인 환경에 익숙해져 있는 사용자 경험을 온라인 환경에 반영하여 그 환경을 친밀감 있고 익숙하게 구현해줌으로써 그 매체를 사용자가 편하게 사용할 수 있도록 해주는 사용성 증진을 위한 개념임을 알 수 있었다. 이것은 사용자를 놀랍게 만든다 거나 흥미와 재미를 유발시키는 경험이 아니라 사용자를 편하게 만들 수 있는 경험이어야 한다는 것이다. 오프라인 환경에서 활용되는 경험의 개념은 사용자의 감성을 충족시킬 수 있는 도구로써, 미래지향적 새로운 소비자 가치를 창조하고자 하는 노력으로 요약될 수 있었다. 이는 소비자 행동에 대한 이해를 기반으로 더욱 뛰어난 감각적 경험과 감성적 경험 등을 복합적으로 제공함으로써 소비자의 소비 경험을 극대화하고 고정된 제품 특성에서 확장된 새로운 경험을 창조하도록 하여 기존 경험을 강화하고자 한다. 또 즐거움과 재미, 기타 독특한 체험을 통해 소비자에게 유희라는 쾌락적 경험을 제공하고자 한다.

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