• 제목/요약/키워드: culture project

검색결과 724건 처리시간 0.021초

감성적 접근에 의한 구겐하임 뮤지엄의 공간구성과 조형특성에 관한 기초적 연구 - 라이트와 게리 작품 비교를 중심으로 - (A Basic Study on the Space Organization and Forming Characteristics of the Guggenheim Museums based on Emotional Approach - Focused on Frank L. Wright & Frank O. Gehry′s Works -)

  • 서수경
    • 한국실내디자인학회논문집
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    • 제13권5호
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    • pp.82-89
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    • 2004
  • Today, people are bombarded with information, high-technology and multimedia. With that in mind, museum can no longer attract visitor with traditional concept, so it must find some solution or stimulation to attract their attention back. New museum is becoming a experimental space for new culture, new education, and most of all a place to fulfill one's satisfaction of life. Over the past centuries, Guggenheim Foundation has done a great job in providing place for art and place to get emotional stimulation. Out of all of their museums, Frank L. Wright's Solomon R. Guggenheim in New York and frank O. Gehry's Guggenheim Museum in Bilbao had most unique character yet share similar feature to be recognized as the architectural landmark of the 20th & 21st century Although there are close to 50 years of gap between two museums, their unique, attractive, site-specific, emotional value comes from the two most innovative architect of the past and present century. For Wright the Guggenheim was his last project but it had one of the greatest impact on his career and for Gehry the museum gave him confidence that anything is possible. This study will focus on the spatial organization as well as the architectural formation of both museum to compare and analyze. The goal of the research is to give fundamental data which will reveal emotional elements as well as concepts from each work. The content of this research will mainly focused on their architectural philosophy and it will reveal their concept on human emotion as well as the characteristics of the spatial organization. The result of the study will be a valuable reference for people designing art & cultural facilities in the future.

국가대표 선수 훈련원 마스터플랜 설계경기 조경계획 (Landscape Design for the National Athlete Training Camp)

  • 김아연;유선근;오형석
    • 한국조경학회지
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    • 제33권6호
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    • pp.109-126
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    • 2006
  • As the national interest in sports has been increased over time, sports facilities and sports complex are considered more than just physical environments for training athletes or watching games. Sports facilities now become symbolic spatial devices to represent the national and cultural pride of any countries. The existing national training camp located in Taenung, Seoul is gotting outdated and degraded. The polluted air in the city risks athletes' health condition. The government planned to construct the second training camp at Jincheon, Chungbuk at the area of $2,171,910m^2$. The Korea Sports Council called for proposals to envision the future training camp, and they held a design competition from August to November, 2005. The first phase was to present the masterplan for the entire site including training buildings, outdoor training facilities, dormitories, a visitor center, a research center, education and administration buildings. Considering the size of the site, the planning process required a strong relationship between landscape and architecture. This study tries to provide general explanations on the winning proposal focused on the landscape-related issues. It also attempts to have reference points for contemporary planning and design issues to situate the project in the stream of continuing design effort to avoid the dichotomy between nature and culture. The landscape proposal for the new national taming camp suggests four main strategies; 1) The camp has two intersecting and interweaving parks which represent the natural and urban order. 2) The entire site is organized and networked by the flow of landscape called landscape ribbon in terms of topography, vegetation, and water flow. 3) The landscape is choreographed through the time and process. 4) The ecological process and the digital contents are juxtaposed in the landscape. This winning proposal is the first step to portray the national vision for the sustainable environment coexisting with sports industry. Landscape in this proposal is an active agent to network various parts of the site which enables landscape to be infrastructure. Landscape design in this proposal should be considered open-ended strategies rather than determined concrete forms and its engaging further development will be tested in following Design-Build phase.

한국 온라인게임 산업 부상의 지식생태계적 접근 (Knowledge Ecological Approach to Emergence of Korean Online-game Industry)

  • 장용호;정원조
    • 한국게임학회 논문지
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    • 제11권1호
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    • pp.79-91
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    • 2011
  • 본 연구는 온라인 게임이 어떻게 정부 및 기업과 같은 공급자 차원에서 의도적으로 부상하지 않고, 수요자 차원에서 자연발생적으로 부상하였는지를 지식생태계적 접근을 통해 분석하였다. 본 연구는 온라인게임 부상의 요인으로서 첫째, 소비과정을 통해 학습된 리드유저들이 효과적인 사회 환경적 기반들(국내외 기술 교재, 대학, 외부 교육기반, 기업 등)과의 상호작용 속에서 신산업 부상을 이끄는 지식생태계의 참여자로서 참여할 수 있었던 조건, 둘째, 이들 개발인력이 조직화된 제작 경험을 얻을 수 있는 온/오프라인의 창조적 공동체 활동을 통해 창업 조직들로 성장할 수 있었던 조건을 제시한다. 이러한 연구 결과는 신산업 부상이 단절적이고 인위적인 물리적 환경 조건이 아닌 다양한 행위자들 간의 강력한 상호작용이 작동하는 지식생태계가 선행되어야 한다는 정책적 함의를 제공한다.

Prescription Errors with Chemotherapy: Quality Improvement through Standardized Order Templates

  • Saad, Aline;Der-Nigoghossian, Caroline A.;Njeim, Rachel;Sakr, Riwa;Salameh, Pascale;Massoud, Marcel
    • Asian Pacific Journal of Cancer Prevention
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    • 제17권4호
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    • pp.2329-2336
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    • 2016
  • Background: Despite the existence of established guidelines advocating the use and value of chemotherapy order templates, chemotherapy orders are still handwritten in many hospitals in Lebanon. This manuscript describes the implementation of standardized chemotherapy order templates (COT) in a Lebanese tertiary teaching hospital through multiple steps. Initial Assessment: An initial assessment was conducted through a retrospective appraisal of completeness of handwritten chemotherapy orders for 100 adult patients to serve as a baseline for the project and identify parameters that might afford improvement. Choice of solution: Development of over 300 standardized pre-printed COTs based on the National Comprehensive Cancer Network templates and adapted to the practice culture and patient population. Implementation: The COTs were implemented, using Kotter's 8-step model for leading change, by engaging health care providers, and identifying and removing barriers. Evaluation: Assessment of physicians' compliance with the new practice (122 orders assessed) was completed through two phases and allowed for the identification of areas of improvement. Lessons Learned: Overall, COT implementation showed an average improvement in order completion from 49.5% (handwritten orders) to 77.6% (phase 1-COT) to 87.6% (phase 2-COT) reflecting an increase of 38.1% between baseline and phase 2 and demonstrating that chemotherapy orders completeness was improved by pre-printed COT. As many of the hospitals in Lebanon are moving towards standardized COTs and computerized physician order entry (CPOE) in the next few years, this study provides a prototype for the successful implementation of COT and demonstrates their role in promoting quality improvement of cancer care.

학교도서관의 새로운 평가지표 개발에 관한 연구 (A Study on the New Evaluation Index of School Library)

  • 남영준;정경애
    • 한국도서관정보학회지
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    • 제41권3호
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    • pp.99-131
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    • 2010
  • 이 연구는 지난 5년 동안 수행된 학교도서관 활성화사업의 결과로 거의 모든 학교에 도서관이 설치된 상황에서 미흡한 분야를 점검하고 앞으로 수행할 분야를 개발하여 학교도서관의 지속적 발전을 위한 방안을 모색하고자 학교도서관 평가지표를 개발하고자 하였다. 이를 위해 이 연구에서는 문화체육관광부의 2009년 평가지표, 교육과학기술부 정책연구 평가지표, 선행연구인 학교도서관의 BSC 성과지표, 한국도서관협회 학교도서관 평가기준을 분석하고 교육과학기술부의 2단계 학교도서관 진흥 기본 계획과 "학교도서관진흥법", 교육과학기술부의 시 도교육청 평가지표를 분석함으로써 8개 영역 54개의 평가지표를 개발하였으며 최종적으로 8개 영역 48개의 평가지표를 제시하였다. 한편 이 연구에서 제시한 평가기준에 대한 신뢰성을 높이기 위해 분석결과에 대한 검증은 1차적으로 학교도서관 관련전문가를 통해 검토가 이루어졌다. 이 결과를 바탕으로, 2차 평가는 학교도서관 담당 교사를 통해 이루어져 전체적으로 연구한 평가지표에 대해서는 2단계 검증을 수행하였다.

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모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현 (Design and Implementation for Presentation Animation Contents Based on the Mobile)

  • 홍성수;김우성
    • 한국멀티미디어학회논문지
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    • 제7권7호
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    • pp.956-966
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    • 2004
  • 한국의 애니메이션은 디지털 영상시대에 국가 전략 산업이란 이름 아래 명칭과 개념의 통일된 코드도 없이 지난 수년 동안 세계 최고 수준의 인프라가 형성되었다. 비교육적이고 경박한 문화에서 각광 받는 돈벌이로 현대의 시대성과 가장 밀착된 표현 형식으로 새롭게 평가 받고 있는 것이 디지털 애니메이션이다. 지난 30년 동안 대중 영상 매체에서 접한 애니메이션은 거의 전부 만화 영화였다. 결코, 예술로서 존중하지 않지만 늘 가까이 두고 기호품과 같은 만화 영화는 예술성과 문화성과는 별개로 자연스럽게 두터운 매니아 계층을 확보했다. 본 논문은 교육을 목적으로 하는 모바일 컨텐츠를 위한 애니메이션 알고리즘을 제안하고 이것을 이용하여, 가상 패류 박물관, 가상 화석 박물관을 설계 및 구현 하였고 1000여 가지의 동작표현 컨텐츠를 구축하였다. 사용자들은 상호 작용에 의해서 애니메이션 객체를 360도 회전시키거나 축소, 확대 등이 가능하다.

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간호중재분류(NIC)에 근거한 간호중재수행분석 II -한방병동과 일반병동 간호사를 중심으로- (Nursing Interventions Classification(NIC) Use in Korea : Oriental Medicine Hospitals and General Hospitals)

  • 염영희;김성실;김인숙;박원숙;김은주
    • 대한간호학회지
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    • 제29권4호
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    • pp.802-816
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    • 1999
  • The purposes of this research were to identify nursing interventions performed by Korean nurses and to compare the interventions performed by nurses working in the oriental medicine hospitals and with those performed by nurses working in the general hospitals. The samples consisted of 144 Korean nurses working in three hospitals, 70 nurses working in the oriental medicine hospitals and 74 nurses working in the general hospitals. The Nursing Interventions Classification (NIC) Use Questionnaire developed by the Iowa Intervention Project team was translated to Korean and verified using the method of back-translation. The questionnaire consists of 433 intervention labels and definition. Thirteen interventions were used at least daily by nurses working in the oriental medicine hospitals, while twenty-one interventions were used at least daily by nurses working in the general hospitals. The most frequently used interventions by nurses working in the oriental medicine hospitals were Documentation, Shift Report Vital Signs Monitoring, Pressure Ulcer Prevention, Positioning, Fall Prevention, Exercise Promotion, Intravenous (IV) Therapy, Pressure Ulcer care, and Bed Rest Care in that crder. For nurses working in the general hospitals the most frequent intervention was Analgesic Administration, followed by the interventions of Medication Administration : Parenteral and Intravenous Therapy (IV) Therapy, Documentation, Intravenous(IV) Insertion, Shift Report, Fall Prevention, Vital Signs Monitoring, Medication Adnninistraction : and, Fluid Monitoring, and Medication Maragement in that order. The interventions performed least often by nurses working in the oriental medicine hospitals were Hemodialysis Therapy and Bleeding Reduction : Antepartum Uterus, while the interventions performed least often by nurses working in the general hospitals were Rape Trauma Treatment and Contact Lens Care. The nurses working in the oriental medicine hospitals performed the interventions in the Physiological : Complex domain significantly more often than the nurses working in the general hospitals, while the nurses working in the general hospitals performed the intervention in the Behavior domain significantly more often than the nurses working in the oriental medicine hospitals. This study suggests that further study will be needed to developed and validate more interventions sensitive to Korean culture.

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주민참여에 의한 마을마당설계 -서울 동작구 사당동 양지공원- (Community Participatory Neighborhood Park Design -In the Case of Yangi Park in Sadang-dong, Seoul-)

  • 김성균
    • 한국조경학회지
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    • 제29권3호
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    • pp.61-69
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    • 2001
  • This paper presents a case of community participatory neighborhood park design. The site, Yangji park, is located in Sandang-dong, Dongjak-gu, Seoul and the area is about 1,870m. Neighborhood park is defined as an outdoor space which is close to people´s home and is considered to be their own, because of the residents´ collective responsibility, family association, and frequent shared use. It is a place for pleasant rest area for community, sharing a sense of nature and retaining a sense of tradition and culture which is disappearing in a city. It is related to the daily life of the people near the site and becomes a place to let the community increase dialogue and understanding between people. On the other hand, participatory design is a design in which people participate in the design process. Thus people can understand the project well, present their opinions better, and reconcile conflicts between the different interests of people. This design applied a community participatory design method to design a neighborhood park. The major strategies for participatory design were ´workshop´, ´card game´, ´walking site´, ´interview´, and ´questionnaire´. Eight workshops were performed for the participation design. The major spaces and facilities elected by participants were the ´main entrance plaza´, ´entrance symbol space´, ´children´s ´playground´, ´multipurpose sport ground´, ´grass land´, ´foot-pressure area´, ´spaces symbolizing a rock mountain and an old well´, ´space for youth´, ´a pavilion´, etc. From this selection, design concept alternatives were generated by participants. The aster plan was developed from these design alternatives with the help of landscape architects. It was revised by ist visits and community discussions. People were also involved in the construction process and left their own works, such as hand prints, on the site. After construction, residents continued to maintain the park by themselves. As a result, It was found that participatory design was very effective for people´s satisfaction and sustainable park management. By involving people more in the process they developed a sense of community, a sense of ownership, and attachment to the place. In conclusion, it is suggested that we need to develop an effective people´s participation method to Korean society.

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오피스에서의 소통과 협업 공간을 위한 가구디자인 연구 - 서비스디자인적 관점에서 - (A Study on Furniture Design for the Communication and Co-Working Space in the Office - From a Service Design Perspective -)

  • 신응선;송은정;박혜원
    • 한국가구학회지
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    • 제27권2호
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    • pp.154-163
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    • 2016
  • In today's knowledge economy, various schemes are being devised in order to attain knowledge and understanding in the most effective ways possible. In an office environment, spatial concepts that encourage 'smart working' is becoming more prevalent; therefore allocating of space according to the types of work being performed, ways to maximise the work efficiency, and furniture arrangement to accelerate liaison among the users are being carefully considered. Especially in a space where its members are encouraged to communicate and collaborate, the furniture within that space need to be attractive and practical for its users, as well as efficient and effective for the firm the service is being provided for. In this study, we aim to offer furniture design service that satisfies such demands of the present time. Thus, instead of merely following a standard design process in which one approaches a project from design planes to an outcome, various aspects of the working environment will be considered such as the relationship between the space and the users, their needs, and the features of work being performed within the space. After attentive research and analysis, the results will be put into production from the user's point of view in mind. This study is intended to propose furniture design that embodies the characteristics of integrated working environment that can facilitate efficient use of the limited working space, productivity among the users, and promoting valuable corporate culture.

과학관 전시디자인에 있어서 연출기법과 디자인기획과정에 관한 연구-수산 과학관 전시기획 과정을 사례로 하여- (A Study on the Space Production Techiqueds and the Planning Process for Designing a Science Museum-using the sample case of design a marine science museum-)

  • 신문영
    • 디자인학연구
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    • 제11권1호
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    • pp.43-52
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    • 1998
  • 자연과 인간, 과학기술의 조화를 요하는 시대적 흐름에 따라 과학관은 대중에게 친숙한 공간이 되어 그 수요가 늘고 있다. 과학기술문화에 대한 정보는 산업화, 정보화, 전문화 사회에 있어 미래를 개척하는 힘이다. 따라서 그러한 정보를 전달하는 전시관은 적극적이고 활발한 정보의 교류가 이루어지도록 계획되어야 하는데 그것은 잘 짜여진 전시 연출의 기획과정을 통해 가능하다. 본 연구는 전시관의 디자인에 있어서 연출의 중요성을 밝히는 데에 의의를 둔다. 연구의 진행 과정은 다음과 같다. 1. 과학관의 기능과 역할을 고찰하고 전시 연출에 대한 개념을 정립하다. 2. 전시공간을 연출하기 위해서 사용되는 매체와 기법을 제시하고 연출 사례를 연구한다. 3. 구체적인 전시 연출의 기획 과정과 연출에 따른 시나리오를 제안하여 연출의 효과와 중요성을 밝힌다 연구 결과 연출은 전시의 효율성(활발한 정보의 커뮤니케이션)을 증대시키는 효과를 가져오며 따라서 기획에 있어서 반드시 고려되어야 하는 과정임을 알 수 있었다.

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