• Title/Summary/Keyword: experience space

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A Study on Development Process of Experience Program in 'Recreating Cultural and Traditional Village' - Focusing on Development Process of Experience Program in '2005 Andong Gunjamaul Recreating Cultural and Traditional Village' - (문화.역사마을가꾸기 체험프로그램 개발방법에 관한 연구 -2005 안동 군자마을 문화.역사마을가꾸기 체험프로그램 개발과정을 중심으로-)

  • Shin, Joong-Jin;Kim, Chi-Kyung
    • Journal of architectural history
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    • v.15 no.4
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    • pp.7-22
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    • 2006
  • The purpose of this study is proposing a method of developing experience program for organizing continuous 'Recreating Cultural and Traditional Village'. Therefore, with having purpose of developing experience program which is deeply related with residents organization and architecture in the village, the researcher has participated in '2005 An-dong Gunjamaul Recreating Cultural and Traditional Village', accomplished developing experience program which can continuously manageable by residents and space and facilities which are accompanied with program. The results of this research are as follows. The developing process of experience program has four phases, selecting program, planning program, growing and changing program, and practicing and firmly establishing program. Moreover, the relationships between space planning and setting up a resident's organization and the experience program need to be considered. The things that experts have to consider are come up with three subjects. First, planning experience program with citizen participation. Second, designing experience program with spaces which will contain the programs. Third, developing programs which are accompanied with rediscover village's resources through continuous feedback.

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Design of the Dasan Children's Park (다산 어린이 공원설계)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.5
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    • pp.51-59
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    • 2001
  • This paper presents a design of the Dasan Children\`s Park which is located Shindang- dong, lung-gu, Seoul which has an area of about 3,678$m^2$. Objectives for the design were to make nature-friendly space, learning space, interesting play space, space for every child, adventure play space, traditional play space, sense of place, and recycle space. For the space compositions a children\`s garden, a traditional play space, and a science play space were located around the S shaped main route. Facilities relating nature, science, culture. environment and adventure play were arranged in the 3 main spaces. The Children\`s Garden is a green space for learning and playing with natural elements. It is composed of a ecological learning space, a children\`s story garden, a children\`s song road, an environmental labyrinth, and a pall space leer handicap children. The Science Play Place is a place space for learning scientific theories through plays to which scientific theories were applied. It is composed of a total play structure, a math experience playground, a \"Keojunggi\" play space, a sound reflecting experience space, arid an infant playground. The Traditional Play Madang(space) is a space for traditional plays. It is composed of a traditional play pattern, a sun dial, and a floor fountain. The Recycle Road is a dragon shaped road fort learning about resource recycling and conservation. It is composed of a dragon head, body, tail space and a dragon bead(cint mani).int mani).

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A Study on the Expression of Interior Architecture Space by Cognitive Concept (인지적 공간개념에 의한 실내건축공간의 표현에 관한 연구)

  • 이상호;김태환
    • Korean Institute of Interior Design Journal
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    • no.23
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    • pp.132-138
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    • 2000
  • Architecture should deviate from euclidean ideas of abstract space while helping to accommodate individual perceptions and experiences of a given space. Concepts for making space should be cognitively processed. The process of gathering information from the environment represents a new spatial concept as expressed in the cognitive structural relationship between the environment and the individual as the subject of architecture. Additionally, the cognitive experience of space is primarily perceived visually, and visual perception is the basis for information-gathering and decision-making. Therefore architecture should be excluded from the conceptual focus on the existing space design rules, being expressed instead in experimental architectural spaces connected to subjective human experience. While some research has been done on this topic regarding architecture, further study is required in the area of interior design. This study proposes the possibility of composing effective living space through an investigation of cognitive space concept theory and expression elements, and includes a case study of Interior architectural spatial analysis.

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A study on film expressed composition factor in interior space (영화 속에 표현된 실내공간 구성요소를 통한 의미 분석)

  • 최근식
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.62-67
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    • 2002
  • Architecture and Film have been interested in each other since 1895. This concern manifests various aspects and is continued up to now. If we examine into detail of relationship between film and architecture, those share the integration of time and space as the art of time and space. Film makes inexpressible time into space by showing the change of space in the issue that is the merger of time and space. Then, this is the issue of movement that compiling element was intervened. And the creative space of film which is the timely expression stimulates the person to experience whole form through spatial experience. Consequently, the architecture as an image maker must be developed through a research about film as an image creator. Also a discussion about film and architecture do not apply one to the other but must be focused on the mutual relationship.

A study on the space kineticism (공간의 키네티시즘에 관한 연구)

  • 임혜선;김주연
    • Korean Institute of Interior Design Journal
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    • no.30
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    • pp.28-34
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    • 2002
  • We need to think that space is not static but dynamic because it becomes wide and narrow, newly appears and disappears by human's behavior. Generally such movement in a space is a thing of feeling and dynamic about movement. But it is extending the experience of the subject by scientific technique's development and anticipation about the feature. The practical movement is actively introduced into architecture and interior design scope and occurs a trial about this movement. By using four elements -a form, hue, movement, light- kineticism becomes visual arts united with art and science. It recovers the art's sociality and arises participation of spectators. In the environment and art field kineticism is not simple ostentation but a current trial for human's mind and sensitivility. Kineticism is four-dimensional space considered by human's experience and is related to an observer, or experiential subject of space. Now the space except human's mind feature re-illuminates kineticism, that is, the field of the formative arts in the early part of the 20th century and gets to be 'the consensus space'.

A Study on the Expansion of Fully Autonomous Vehicles into Residential Space (완전 자율주행 자동차의 주거공간으로의 확장에 대한 연구)

  • Lee, Hyun-Wook;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.71-79
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    • 2020
  • Due to the recent changes in residential value, user needs for various spaces in residential space are increasing. However, it is not easy to change and reconstruct the first residential form according to the needs of the user due to the characteristics of the residential space where movement and deformation are difficult. Therefore, this study aims to derive a plan to meet user needs according to changing residential value by using fully autonomous vehicles with a concept of space that can be moved. First, the existing residential space was classified through literature research, and based on this, the space type of the fully autonomous vehicle for the residential was derived through user research. Then, through the survey method and statistical analysis, user needs analysis for residential space, usefulness analysis of derived space type and type specification were carried out. Finally, based on the results of the study, the design direction of the fully autonomous vehicle for residential purpose was presented. Based on the user's perception, it is meaningful that it categorizes the space of the fully autonomous vehicle for residential purposes and suggests the design direction.

A Sense of Place of Kindergartens as Existential Space in which Children and Teachers Experience (유아와 교사가 경험하는 실존적 공간으로서 유치원의 장소성)

  • Kwon, Sun-Young
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.35-45
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    • 2018
  • The purpose of this study is to explore the meaning of place that is formed by children experiencing the space of kindergarten existentially. For this purpose, the indoor and outdoor spaces of kindergarten, which is a real place where infants experience, are selected as the study observation category. In order to carry out the research, video recording was done focusing on children's free choice activity time and outdoor play through infant observation and non - formal interview. As a result of research, it is found that the place nature of kindergarten as an existential space experienced by infant and teacher as a space that is formed in experience and relation, place as a common production space of play, place as a space where education and life coexist, It was shown that it represents a special space created by experienced kindergarten, and a space characteristic as a space shared by communication. The place of kindergarten has a relationship with the existential experiences of infants, suggesting that teachers need a reinterpretation of space.

A Study on the Contradictional Expression of Architectural Space -Based on the experience of architectural space in the modern museum- (공간의 대립적 표현에 관한 연구 -현대 미술관 건축공간 체험을 바탕으로-)

  • 김정애
    • Korean Institute of Interior Design Journal
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    • no.19
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    • pp.3-10
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    • 1999
  • This study is to examine the contradictional phenomenon from the standpoint of philosophical thoughts, experiencing the modern Museum opened recently while anlyzing the perceptive phenomenon of the space as well as what architect is thought of the Museum, so that it is aimed at finding the aesthetic value and substantiality of its space concept. As for the construction of the Museum for the space experience, the contradictional expression of the architectural space was analyzed by going through Richad Meier of Barcelona Museum, Renzo Piano of Beyeler Museum and Mario Botta of Tingly Museum at first-hand.

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A Study on the Space - Expressed Characteristics to Installation on the Contemporary Interior Design (현대 실내공간에서 나타난 'Installation' 공간-표현특성에 관한 연구)

  • 이재석;도종현;이정욱
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.78-81
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    • 2001
  • The lastest art is being characterised by an ever active exchange between different genre. Installation Art is an artistic attempt to integrate visually and dynamic consciousness and movement of human beings and the actual living space based on the new spatial concept of integrative Environment Approach. Through the visual and structural reflection of personal experience and movement new interpretation of space in which various activities and events take place in relation to time is realized. The methods of Installation that relate on the contemporary interior design are as follow : expression of object through deconstruction, space of every experience, enlargement of concept of space, space of interactive.

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Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.