The purpose of this study is to interpret Gaudi's philosophy of architecture through an analysis of the design characteristics in his remodeling of Casa Battlo. A review of the literature related to Casa Battlo as well as a field study in Barcelona to see the building were made for this study. The conclusions were as follows; Casa Battle is one of the best examples of Gaudi's attempts at creating a surreal atmosphere and should be evaluated in light of the following considerations: 1) Casa Battle as a remodeled house presented its own restrictions to Gaudi that he overcame by introducing characteristic design elements into the remodeling process; 2) the achievement, a perfect sculpture expressing continuity through a gorgeous colour scheme using different materials and design motifs with a dynamic spiral shape, originated from Gaudi's observations of nature and his experiences working in modeling studios; 3) a visualized embodiment of Gaudi's naturalism and functionalism through the impression of perpetual movement and continuity as formative symbols of genesis, life, death, and transmigration of the soul, originated from Gaudi's personal experiences of the early deaths of several close family members; 4) the design is meant to show the same processes of creation used by nature rather than a mere imitation of nature. Gaudi was not only a person dedicated obsessively to his profession as an architect, but also a rationalist fundamentally in the way he operated. It was expected that this study could be employed as a small stimulus to challenge the paradigm of housing remodeling projects -a hot issue in today's Korea- especially in their philosophical aspect.
The purposes of this study are to find the values of playful design by exploring what forms of playful expressions and characteristics appear in the haute couture collections that feature "high culture" other than street fashion or popular fashion and to help expand the scope to include newer and more creative design ideas. Concerning theoretical background, the study reviewed the literature to understand the concept of playfulness and see what types of playfulness there are and how it is expressed. Based on the results, the study examined the features of playfulness by analyzing the works of haute couture collections which since 2000. The results can be summarized as follows: First, designers in the haute couture collections constructed their own identities by expressing their instinctive desire for playfulness through graffiti such as cartoons or scribbles and delivering direct and specific messages or ambiguous and symbolic meanings through such things. Second, the haute couture collections revealed the human body in a transformed or distorted shape through deformation of clothes or accessories presented brand-new dressing styles by breaking away from the past ways of dressing; and expressed playfulness intentionally with distorted materials. Third, is the "depaysement" technique. This collage technique selects all possible objects going beyond inartistic routine matters or boundaries of which we are aware and changes their positions and purposes of use to express the playfulness of "harmony in disharmony." Fourth, the haute couture collections created a feeling of playfulness by featuring parodies of retro elements, a slice of popular culture, or a variety of painting styles. Finally, like using dolls or toys as accessories or making direct use of parts of clothes, combinations between attributes given by the images of those accessories themselves and creativities found in haute couture dresses are just as fun of authoritarian bias in favor of prestigiousness.
The purpose of this study is at clarifying what the genre oriented characteristics of virtual reality programs are. For this, the tests of 'We Are Married' being broadcasted in 'Sunday, Sunday Night' Part 1 of MBC from episode 1 to 8. As a result of analysis, this program was mixing together virtuality and reality by placing the image of virtual couple's life and presentness of entertainers existing in reality appearing at the studio. Also, it was forming sympathy with users as it satisfies fantasy and sense of reality toward marriage by the entertainer couples showing love and conflict that may happen between real couples after setting various categories of couple types. Also, through the device for the public space to confess private feelings through television, it shows the boundary between public domain and private domain breaking up. Along with this, it has implemented amusement characteristics by inspiring enjoyment of users by a substituted satisfaction through various forms of impressions presented to spouse such as materials, effort, gesture or language, etc. Accordingly, the virtual reality program shows authenticity, fiction and amusement by being mixed together and we can see that such genre oriented characteristics act as important strategy appealing to users based on breakup of boundary and genre oriented ambiguity.
This research aims to understand the specific aspects of the utilization of the pavilion by a group of governors in the mobile office system of the early Joseon Dynasty through two diaries written in the 16th century. Miam Diary by Yu Hee-chun, a governor of Jeolla Province, and Jaeyeongnam Diary by Hwang Sa-woo, a chief aide of Gyeongsang Province, are important historical materials that reveal the utilization patterns of the pavilion by the governor, who was the decision maker and main user of governmental pavilions. As a result of analyzing the two diaries, the utilization of governmental pavilions was concentrated in the hot summer season, May to July, which is closely related to the perception of temperature and humidity. While pavilions are mostly used as office and banquet places, some notable usage patterns have been identified. When there were several governmental pavilions in a town, the order of appreciation was determined by considering the location and scenery, and the pavilions were also used as a place to encourage learning as governors taught Confucian scholars well. Governmental pavilions functioned as a device to visualize hierarchy through seating and accommodation arrangements. The authors of the diaries left comments on the famous pavilions and sometimes went to see the pavilions after asking for permission from the superior. This research is meaningful in that it reconstructed the relationship network and phases of the times of governmental pavilions scattered across the country through institutions and daily life.
Transactions of the Korean Society of Mechanical Engineers A
/
제25권1호
/
pp.115-126
/
2001
In this paper, through a series of comparative experiments, effects of two different cure processing methods, cocure and precure, on the mechanical properties of honeycomb core materials for aircraft applications are considered. Mass of moisture accumulated into the closed cells of the sandwich panel specimen from the measured mass of moisture diffused to the full saturation state into the elements(skin, adhesive layer, Nomex honeycomb), consisting the honeycomb sandwich specimen has been calculated. Water reservoir of 70$\^{C}$ was used to have specimens absorb moisture to see the influence of moisture absorbed into sandwich panel on its mechanical properties. For the repair condition holding for 2 hours at 177$\^{C}$(350℉) temperature, a pressure due to the vapor expansion in each cell of the sandwich panel, which may result in the local separation of the interface between laminated skin and the surface of the honeycomb, has been estimated by vapor pressure-temperature relation from the thermodynamic steam table and compared to the pressure from the ideal gas state equation. The bonding strengths of the laminated skins on the flat surface of the Nomex honeycomb have been compared by the flatwise tension test and climbing drum peel test performed at room temperature for dry, wet and wet-repair specimens, respectively.
Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.
There has been current trend running through each generation. All the leading areas in the fashion, art, architect industries etc. are absorbing the needs of the mass users and getting popular and high attentions from the society. One of recent trends are the interior design utilizing the aged style of materials such as bricks, antique and vintage objets. It is applied not only for the cafeteria, movie theater, museum but the cultural space. It reflects the brand-new and Utopian interpretation of design longings for the nostalgia and the old ages. This goes back to the picturesque aesthetics in the 1980s. The term "picturesque" means "picture-like". And it originated from the Utopian vision taken from the landscape paintings of English aristocrat's trip to Europe. it mainly reflects people's longing for the nostalgia and their the happy days in the past. In recent days of bad economies, it has been found in various areas from people's desire for the prosperity in the last days. The objective of this study is to examine the up-current trend of picturesque aesthetics and see its characteristics and how it can be applied to the interior design. And the feasibility study for the necessity of the picturesque aesthetics, any spatioperceptual elements and capable space for human beings to be made for an eclectic space in the desolate modern day life.
As Daniel Bell says, that modern society is an information society. In contrast to earlier days, modern society has placed a high value on information and knowledge. Therefore, modern civilization depends largely on information and knowledged, which is the most valuable sources of all intelligence activities. By coordinating a large number of human action, the information creates a powerful social tool. It combines its personnel with its resources and new materials at various level. At the same time, It continually evaluates how well it is performing and tries to adjust itself accordingly in order to achieve social goals. As we shall see, all this allows information to sew the various needs of society. In connection with above mentioned problem consciousness, the study is designed to sew the following purposes. As its title indicates, and perhaps most significant. This study is to review and reinterpret the existing literature on local telecommunication system, networks, and policy direction in order to arrive at a somewhat more general approach to understanding them. In local telecommunications service, the service exploitation and promotion and database development must be accomplished by establishing local telecommunications. If we develop local telecommunications toward the progressing direction, we would dissolve the regional information disparity and could also make the local policy suited for high-intelligence society. It is true of any science that knowledge is never complete. It is also true of a science that knowledge should grow, through systematic reexamination of the body of findings. There are certainly true of this study on the developmental direction for local telecommunication system.
We must identify the forms of dress devised throughout ages, when we wtudy, interpret and analyze the numerous resource material of costume. The study which depends on reference to actual artifacts is necessarily limited. Whereas items of contemporary dress are readily available, much from earlier eras has been destroyed or has deteriorated through time. Such as cottons, linens, silks, wools, leathers and furs are perishable organic materials. Few garments dated earlier than seventeenth century has survived except armor, jewelry. We have many sources of the information are available to study on costume of earlier eras. These sources are wall paintings, sculptures, painting, monumental brasses, manuscript illustration ceramics, coins, medals, mosaics, archives, literature. Wall painting and frescoes provided an useful source for costume study. Many wall paintings and frescoes were destroyed, were changed in color. It si advisable to interpret the dress detail, form color carefully. Sculpture would be useful to see the back and side views of dress. One of the most important points which should be made abut the use of sculpture as a source for costume study in early periods is that the sculptor's style will often change the character of a costume. As the painting si two-dimensional evidence for a three-dimensional costume, paintings must be accurately studied. What we must do, as far as we can, is to look at all visual representations in the light of other contemporary evidence in order to interpret the information correctly.
This study was conducted to evaluate the roles that the exterior features of belts play in modem women's fashion. Providing a new prospective on belt expression could be useful for developing and producing belts with newer and more unique fashion designs. This study included related studies, fashion magazines and collections produced both in Korea and abroad since 2000. The results of the study were as follows: 1. A belt can be used to stress femininity. For example wearing a broad belt rather than a thin belt emphasizes the waist, breasts or hips depending on the position of the belt, whereas simply Wearing a belt loosely on a tight or see-through dress can also emphasize femininity. 2. A belt can be used as a design element of a dress. The basic elements of a belt, such as leather used in combination with various colors, various manufacturing methods, and ornate buckle ornaments can produce elaborate decorative effects. However, when a belt is made from materials other than leather, the belt can have an ornamental quality on an achromatic dress. Finally, designing belts to be worn in non-conventional manners, such as girding or tying them, or wearing several belts on the arms, legs, shoulders and waist can result in new and expressive styles.
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