• Title/Summary/Keyword: space for walking

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A Study on the Analysis of the Walking Environment in the Residential Area for the Elderly in Busan Using Spatial Analysis (공간 분석 기법을 적용한 부산 노인 주거지의 보행환경 분석에 대한 연구)

  • Whiho LEE;Jihyun KIM
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.4
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    • pp.251-265
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    • 2023
  • The purpose of this study is to deduce key indicators in evaluating the pedestrian environment for the elderly in Busan, which has entered an aging society, and to propose policy improvement measures. The key indicators were selected based on prior research and surveys, and the effectiveness of those indicators were measured through evaluations conducted on three places which have the highest proportion of the elderly population in Busan. The summaries of analysis are as follow. First, the three places are hillslide residential areas, and areas of activity that the elderly have were very narrow due to the restrictions on their movement caused by slope. Second, the areas were filled with a number of illegally parked vehicles. And the degree of segregation of pedestrian and vehicle and the level of safety were very low. Third, the streets with steep slopes of the target site force the elderly to move vertically, and for this reason, the elderly are expressing difficulties in outdoor activities. Fourth, it was found that the target site lacked a space for relaxation during outdoor activities. The poor walking environment not only limit the essential and social activities of the elderly, but also adversely affects the health and quality of life of the elderly. In order to maintain the health of the elderly and improve the quality of life, actions should be taken to improve the walking factors that affect the movement and external activities of the elderly.

Analyses of User Behavior and Preference Factors in the Outdoor Spaces of Psychiatric Hospitals (정신병원 옥외공간의 이용행태 및 선호요인 분석)

  • Ahn, Deug-Soo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.6
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    • pp.72-88
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    • 2014
  • This study was conducted in order to analyze user behavior and preference factors in the outdoor spaces of mental hospitals. Among hospitals with 250 or more beds, 5 hospitals were selected in consideration of size of garden and diversity of garden elements. The subject of the study was restricted to mild cases of schizophrenia while 30~50 patients were selected on the recommendation of their doctor from 5 hospitals, respectively. The physical environment was analyzed, focusing on space components, after visiting the sites of study. A face to face interview method was selected in consideration of patients' cognitive abilities, a total of 230 questionnaires were used for the analysis. The results of the study can be summarized as follows. Rest facilities occupy the largest numbers in the components of garden, and those are followed by landscape facilities, walking/exercise facilities, and experience facilities. Outdoor walking/exercise programs are classified into group walks and free walks with most patients taking group walks. Most of the patients visit these outdoor spaces every day but some of them rarely use the outdoor areas. In order to increase the efficiency of using these outdoor spaces, the percentage of space for ensuring a sense of control should properly harmonize with the percentage of space to facilitate patients in having social contact. With regard to the reasons for preferring the most widely-used outdoor spaces, landscape/environment property was the most important, followed by functionality and then accessibility. Major activities in the preferred space are mainly composed of walking/exercise and rest. The preferred facilities are waterscape facilities such as ponds, waterfalls and fountains, rest facilities such as pergolas and shade trees, and lawn. It was understood that naturalness should be considered to be the most important factor in constructing a new healing garden, followed by aesthetics and amenities. Single facilities rated by preference for introduction were flower beds, trails, and lawn. According to type, waterscape facilities such as fountains, ponds, waterfalls and waterwheels were most preferred. Space for natural distraction and programs for the cultivation of flower beds were also preferred. The ideal image of a healing garden should be bright, familiar, and orderly as a whole, having plenty of introduced facilities. Open spaces were preferred to enclosed spaces. Finally, the image of a garden that helps patients feel calm was thought to be that of the most ideal garden.

A Study on User Behavior and Satisfaction with Neighborhood Parks within Walking Distance with Consideration for Interior and Exterior Environments - Focusing on the Case Study Hwarang and Gwanum Park, Daegu - (도보권 근린공원의 내·외부 환경을 고려한 이용행태 및 만족도에 관한 연구 - 대구광역시 화랑공원과 관음공원을 대상으로 -)

  • Jung, Sung-Gwan;Lee, Seul-Gi;Kang, Dong-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.110-123
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    • 2014
  • Recently, having neighborhood parks within walking distance has grown in importance. The purpose of this study is to analyze the effect of user satisfaction with neighborhood parks within walking distance considering interior and exterior environments. To do so, a field survey and GIS were conducted to construct data which were then compared with result of the analysed environment. Finally, amultiple regression analysis was conducted to confirm impact on user satisfaction of environment. By summarizing the study results, it was found that users of Hwarang Park exhibited a high level of satisfaction with 'park facilities' and 'safety of park use'. In the case of Gwanum Park, users exhibited a high level of satisfaction with 'green space' and 'amount of shade'. On the contrary, two park users exhibited low levels of satisfaction with 'facilities for children' and 'various attractions' within the parks. The pedestrian environment of Hwarang Park was rated higher than Gwanum Park within the park service area. User satisfaction was also rated higher than for Gwanum Park. However, two park users exhibited low levels of satisfaction with 'various attractions' within the pedestrian environment. From the result regression analysis of the total satisfaction factors, 'environment of access route', 'park facilities' and 'space for walking' positively influenced park use satisfaction. It was found that improvement of the pedestrian environment would be more effective than the improvement of the internal environment on Hwarang Park. This study investigated correlation with the access road environment as well as the interior environment of the parks. The results of this research will be used to improve accessibility and availability for neighborhood parks within walking distance.

The Visual Aesthetics of Drone Shot and Hand-held Shot based on the Representation of Place and Space : focusing on World Travel' Peninsula de Yucatán' Episode (장소와 공간의 재현적 관점에서 본 드론 쇼트와 핸드헬드 쇼트의 영상 미학 : <세계테마기행> '유카탄 반도'편을 중심으로)

  • Ryu, Jae-Hyung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.251-265
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    • 2020
  • The Drone shot is moving images captured by a remotely controlled unmanned aerial vehicle, takes usually bird's eye view. The hand-held shot is moving images recorded by literal handheld shooting which is specialized to on-the-spot filming. It takes a walker's viewpoint through vivid realism of its self-reflexive camera movements. The purpose of this study is to analyze comparatively aesthetic functions of the drone shot and the hand-held shot. For this, the study understood Certeau's concepts of 'place' and 'space,' chose World Travel 'Peninsula de Yucatan' episode as a research object, and analytically applied two concepts to the scenes clearly presenting two shots' aesthetic characteristics. As a result, the drone shot took the authoritative viewpoint providing the general information and atmosphere as it overlooked the city with silent movements removing the self-reflexivity. This aesthetic function was reinforced the narration and subtitles mediating prior-knowledge about proper rules and orders of the place. The drone shot tended to project the location as a place. Conversely, the hand-held shot practically experienced the space with free walking which is free from rules and orders inherent in the city. The aesthetics of hand-held images represented the tactic resisting against the strategy of a subject of will and power in that the hand-held shot practiced anthropological walking by means of noticing everyday lives of the small town and countryside than main tourist attraction. In opposition to the drone shot, the hand-held shot tended to reflect the location as a space.

Design for Stand of 'H' company in Motor Show (해외 자동차 H사를 위한 모터쇼 전시부스 디자인)

  • Suh, June-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.193-194
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    • 2007
  • The Japanese 'H' motor company is the one of a few engine makers for F1 racing machine in the world. And it has a tradition and ability to make a humanoid walking robot 'Asimo'. But 'H' motor company is known as a motorcycle maker not a car in Korea. It wanted to reinforce the brand image and identity to Korean consumer. And it needed a powerful marketing tool for the brand image distinguished from other global motor companies. It demanded a stand design to show their powerful and unique identity for surpass other rivals in 2007 Seoul Motor Show. This stand for 'H' motor company in 2007 SMS has an area of 1,250m2 and located between huge domestic motor companies, K and SR. The design was planed to show its unique identity and image, overcoming its relatively small size. I designed a round-shape ceiling structures covered whole booth space for enclosure and vortical space sense. That made a strong brand image by light and sharp structures completely distinguished from other stands. And it has a main logo sign for recognizing the stand from a distance.

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A Study on the Characteristics of Spatial Representation of Memorials Considering Participants' Experience (관람자 체험을 고려한 메모리얼의 공간 표현 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.372-380
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    • 2012
  • This study investigates the examples of memorials in which participants can communicate and interact. Memorials as an urban public space provide various information and experiences to the visitors. The purpose of this study is to investigate the types of participants' experience and the characteristics of memorial space. The 9 examples of the memorials are selected and analyzed by the experience type of participants. This study summarizes the characteristics of spatial representation of memorials as follow; first, the interactions and communications of participants are main considerations in designing memorials. This study defines three types of participants' experience in memorials as educational, emotional and daily urban experiences. Second, the memorial space providing educational experience has narrative characteristics which are explanatory, representational, hierarchical and figurative. Memorials represent historical events and individuals in figurative ways. Participants in memorials learn the event, mourn for the dead and cure the grief through walking the guided route. Third, the memorial space providing emotional experience is indeterminate and open-ended characteristics which are contemplative, symbolic, and abstractive. While participants try to find the way to walk through and understand the meaning of the abstract forms by themselves, they interface the event and the victims in private and individual ways. Fourth, the memorial space providing daily urban experience is the familiar urban facilities embedded remembrance such as memorial square, bridge and fountain. Symbolism of memorials and effectiveness of urban facilities are engaged into the memorial design. They have functional, participatory, interactive and recreational characteristics. People experience the memorials involuntarily and casually during their daily lives. The memorials with urban facilities can be related to the present and the future of the city as well as the past of the city.

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'Mind the Mocking and don't Keep on Walking': Galaxy Mock Challenges for the Completed SDSS-IV Extended Baryon Oscillation Spectroscopic Survey

  • Moon, Jeongin;Choi, Peter D.;Rossi, Graziano
    • The Bulletin of The Korean Astronomical Society
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    • v.45 no.1
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    • pp.68.3-69
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    • 2020
  • We develop a series of N-body data challenges, functional to the final analysis of the extended Baryon Oscillation Spectroscopic Survey (eBOSS) Data Release 16 (DR16) galaxy sample, primarily based on high-fidelity catalogs constructed from the Outer Rim simulation. We generate synthetic galaxy mocks by populating Outer Rim halos with a variety of halo occupation distribution (HOD) schemes of increasing complexity, spanning different redshift intervals. We then assess the performance of three complementary redshift space distortion (RSD) models in configuration and Fourier space, adopted for the analysis of the complete DR16 eBOSS sample of Luminous Red Galaxies (LRGs). We find that all the methods are mutually consistent, with comparable systematic errors on the Alcock-Paczynski parameters and the growth of structure, and robust to different HOD prescriptions - thus validating the robustness of the models and the pipelines used for the baryon acoustic oscillation (BAO) and full shape clustering analysis. Our study is relevant for the final eBOSS DR16 'consensus cosmology', as the systematic error budget is informed by testing the results of analyses against these high-resolution mocks. In addition, it is also useful for future large-volume surveys, since similar mock-making techniques and systematic corrections can be readily extended to model for instance the DESI galaxy sample.

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A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach - (상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 -)

  • An, Se-Yun;Kim, So-Yeon;Cao, Wen-jia
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.

The First Web Space Free Flap of the Foot to Reconstruct the Pulp of Fingers (수지 수질부 재건을 위한 족부의 제 1물갈퀴부 유리 피판술)

  • Kong, Byeong Seon;Kim, Yun Seok;Lee, Hyeong Seok;Jung, Dae Won;Kwak, Jae Yong;Lee, Hyun Suk
    • Archives of Reconstructive Microsurgery
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    • v.21 no.2
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    • pp.153-158
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    • 2012
  • Purpose: The first web space of the foot has a similar thickness and skin texture of the pulp of the fingers. Moreover, it has a reliable blood vessel and sensory nerve. The purpose of this study was to evaluate the clinical results of the first web space free flap to reconstruct the pulp of fingers. Materials and Methods: Authors have performed 23 cases of first web space free flap to reconstruct the pulp defect of the fingers between June 2004 and May 2009. The age of the patients ranged from 20 years old to 55 years old. The size of the flap ranged from $1{\times}1.5cm$ to $8.5{\times}2.5cm$. The mean flap area was 5.4 cm2. In 4 cases, we elevated the flap including lateral aspect of the big toe and medial aspect of the second toe. And then we made an artificial syndactyly to reconstruct the pulps on two fingers at the same time. In all cases, we performed 1 digital artery and 1 dorsal vein anastomosis. Every donor site that had a small defect healed spontaneously without any additional operations to cover it. Results: Of this type of surgery 21 flaps (91.3%) survived, 2 flaps (8.7%) failed. There was no severe complication in the donor sites. There was no walking disturbance due to the skin defect of the donor site. The static 2 point discrimination in 11 cases that we could check ranged from 3 mm to 15 mm. Conclusion: The authors believe that the first web space free flap of the foot is a good option for the reconstruction of the pulp of the fingers and it has a minimal donor site morbidity.

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A Study on the Use of RDW Data in Virtual Environment (가상환경에서 방향전환보행 데이터 활용 연구)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.629-637
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    • 2022
  • This study is an experiment on the use of RDW(Redirected Walking) technology, which helps users to hardly feel the difference of user movement in the limited physical space and the extended virtual space when the user moves while wearing the HMD in the real world. The RDW function installed in 3D space realization software such as Unity3D is used to induce the user's redirection by slightly distorting the virtual space according to the user's point of view. However, if the RDW distortion rate is used excessively, dissonance is highly likely to occur. In particular, it is easy to make errors that cause cybersickness of users. It is important to obtain the RDW data value in the virtual environment so that the user does not feel fatigue and cybersickness even after wearing the HMD for a long time. In this experiment, it was tested whether the user's RDW was safely implemented, and item and obstacle arrangement data were obtained through this experiment. The RDW data obtained as a result of the experiment were used for item placement and obstacle placement in the virtual space.