• Title/Summary/Keyword: 장소적 맥락

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The Place Characteristics of City Tourist Attractions in Seoul - Focusing on the Contents Analysis of Tourist Guidebooks - (서울 도시탐방명소의 장소적 특성 - 관광안내문헌 분석을 중심으로 -)

  • Park, Su-Ji;Kim, Han-Bai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.4
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    • pp.42-55
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    • 2013
  • The purpose of this study is to figure out the place characteristics of preferable city tourist attractions through the contents analysis of non-academic literatures such as tourist guidebooks and web materials. The most preferable Seoul tourist attractions were selected by their frequency in literatures including Namsan and Hangang as 'natural' places, Dugsu Palace and Gyungbok Palace as 'historical' places, Itaewon and Daehak-ro as 'lively-cultural' places that were classified by their relativistic character. The main findings of the research are as follows. The essential place characteristics of tourist attractions were synthesized in urban, regional and place scale respectively. While 'contrast' was found to be the most distinguished character of the tourist attractions in the urban context, 'connectivity' was found to be the most distinguished character of the tourist attractions in the regional context. In addition, both 'visibility' and 'experience' were found to be the most distinguished characters of the tourist attractions in the place context. The characteristics of these places seem to be the universal fascination factors of city tourist attractions currently recognized by ordinary citizens. We expect to further strengthen the city identity and the city tourism effect by adopting those research results systematically to the urban environment. Therefore, it is needed to vitalize the urban tourist attractions that we make them to be more 'contrasting' with urban areas surrounding them, more 'connective' with vicinity areas and more 'visibly fascinating' and 'experienced actively and meaningfully' in each place of tourist attractions.

함부르크와 항구도시의 문화적 정체성

  • Bae, Jeong-Hui
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2011.06a
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    • pp.368-369
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    • 2011
  • 북항 재개발사업에 대한 기대와 관심은 항만시설의 기능성과 효용의 차원과 나란히 지역민의 정체성에도 깊이 뿌리닿아 있는 문제다. 이러한 의미에서 북항의 이슈와 함께 해항도시는 자신의 항구적 문화적 전통과 정체성을 어떻게 유지하며 발전시켜 나가는가라는 근본적이고도 광범위한 의문이 자연스럽게 제기된다. 본 연구에서는 이러한 논의의 확장과 심화를 위해, 독일 함부르크의 사례를 살펴볼 것이다. 함부르크의 슈파이허슈타트와 발린슈타트, 그리고 하펜시티는 도시를 의미하는 슈타트, 시티라는 명칭을 통해서 그 공간이 단지 하나의 건물, 장소에 머무르는 것이 아님을 암시하고 있다. 본 연구는 슈파이허슈타트의 경우는 함부르크 원도시와 일종의 제유법적 관계로서 읽고자 한다. 이러한 의미에서 슈파이허슈타트가 건설된 역사적 사회적 맥락을 논의하고, 이러한 맥락이 어떻게 공간적 시각적으로 확인될 수 있는가를 슈파이허슈타트와 원도심간의 교각을 통하여 확인해 볼 것이다.

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정보통신사회에서 서비스정책의 경제적 효율성

  • 정군오;김동환
    • Proceedings of the KAIS Fall Conference
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    • 2000.10a
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    • pp.43-46
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    • 2000
  • 모든 국민이 시간과 장소, 그리고 사회경제 및 신체적 제약없이 전기통신서비스를 이용가능케 하는 보편적 서비스(universal service)는 정보통신정책에서 가장 핵심적인 사항이다. 국가의 경제적 능력과 정보통신의 발달 수준에 따라 보편적 서비스의 정의와 수준이 다르지만, 보편적 서비스의 정의를 위한 일반적인 원칙과 공통적으로 포함되어야 할 요소를 파악하였다. 보편적 서비스를 달성하기 위한 자금확보는 정책시행단계에서 가장 중요한 사항이므로 시장구조와 규제제도의 맥락에서 파악하고 있다. 경쟁의 도입과 무선기술의 도입 등 급속한 환경변화에 대응하기 위한 정책을 제시하고 한국의 보편적 서비스 정책에 대한 현황을 파악하였다. 초고속정보통신망으로 대표되는 고도정보통신기반에 따른 고도의 보편적 서비스에 대하여 검토하였다.

'Andongpo Village' Spatial Storytelling for Strengthening of Its Placeness (장소성 강화를 위한 '안동포마을' 공간스토리텔링)

  • Bae, Jin-Hee;Kwon, Gichang
    • 지역과문화
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    • v.6 no.4
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    • pp.73-97
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    • 2019
  • This study aims to rediscover the meaning and the value of Andongpo Village to strengthen its placeness through spatial storytelling. It draws the placeness of the traditional village which retains the traditional way of life and the culture of hand-weaving through theoretical consideration, analysis of strengthening of placeness cases in the past and analysis of the village environment and cultural resources to understand the general context of the village. To this end, the theme of spatial storytelling was set as 'the breath of a thousand years', and sub-themes for more specific details were set as 'dedication', 'sharing','memory', 'meeting', 'health', and 'harmony'. It allowed Andongpo-po Village to become a place where traditional culture, creativity and assets of placeness co-exist thus enabling it to produce new contents, which was achieved by assigning appropriate space to each of the sub-themes, making reproduction and creation of a story based on the connection possible. In addition, the study developed a detailed program to enable visitors to become main agents who experience and complete the placeness of the village. As result, the study is expected to contribute to the increase in the brand value of Andongpo Village, the living standard of its residents and the number of tourists.

A Case Study on Interactional Characteristics of Conceptual Ecology in the Context of Conceptual Change (개념변화 맥락을 구성하는 개념생태 상호작용에 관한 사례 연구)

  • Kang, Kyung-Hee;Lee, Sun-Kyung
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.745-756
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    • 2001
  • This paper is about interactional characteristics of a middle school student's conceptual ecology in the context of conceptual change. A case study in this paper shows that: (1) there is interacted with three characteristics(conceptions, past experience, and explanatory coherence) within conceptual ecology; (2) the interactional characteristics of conceptual ecology have significant affects on the difficulties of conceptual change. Implications of this case study are that: (1) teaching for conceptual change should start at the certain site related to subject-matter task within students' conceptual ecology; (2) Students' inconsistent explanations could be used as the clue of conceptual change; (3) Past experience is the important area of conceptual ecology research for understanding learners.

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Implications of Cinematic Space(House/Home) in Melodrama genre (멜로드라마 장르에서 집에 대한 재현공간의 함축들)

  • Nam, Seung Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.85-86
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    • 2013
  • 이 연구는 더글라스 서크(Douglas Sirk) 감독의 <천국이 허락한 모든 것> (1955)과 이용주 감독의 <건축학 개론>(2012)에서 집에 대한 '재현' 공간을 고찰하였다. 두 멜로드라마 장르 영화는 등장인물들이 대사로 직접 표현한 수 없는 것들을 가구, 소품 등의 미장센, 특히 리모델링을 하는 집을 통해서 보여준다. 집은 욕망을 스타일과 형식을 통해 산출한다는 점에서 멜로드라마 장르의 공간을 특징짓는 서술적 사건과 모티프를 담고 있는 구체적 장소의 역할을 한다. 이러한 맥락에서 이 연구는 멜로드라마 장르에서 집과 풍경들이 어떻게 영화적 공간(cinematic space)을 구성하고 그 재현공간이 갖는 사회적인 의미를 고찰한다.

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A Spatial Statistical Approach to Migration Studies: Exploring the Spatial Heterogeneity in Place-Specific Distance Parameters (인구이동 연구에 대한 공간통계학적 접근: 장소특수적 거리 패러미터의 추출과 공간적 패턴 분석)

  • Lee, Sang-Il
    • Journal of the Korean association of regional geographers
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    • v.7 no.3
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    • pp.107-120
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    • 2001
  • This study is concerned with providing a reliable procedure of calibrating a set of places specific distance parameters and with applying it to U.S. inter-State migration flows between 1985 and 1900. It attempts to conform to recent advances in quantitative geography that are characterized by an integration of ESDA(exploratory spatial data analysis) and local statistics. ESDA aims to detect the spatial clustering and heterogeneity by visualizing and exploring spatial patterns. A local statistic is defined as a statistically processed value given to each location as opposed to a global statistic that only captures an average trend across a whole study region. Whereas a global distance parameter estimates an averaged level of the friction of distance, place-specific distance parameters calibrate spatially varying effects of distance. It is presented that a poisson regression with an adequately specified design matrix yields a set of either origin-or destination-specific distance parameters. A case study demonstrates that the proposed model is a reliable device of measuring a spatial dimension of migration, and that place-specific distance parameters are spatially heterogeneous as well as spatially clustered.

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Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

The Representation of Memory and New Directions of Archival Description Discourse (기억의 재현과 기록 기술(archival description) 담론의 새로운 방향)

  • Jo, Minji
    • The Korean Journal of Archival Studies
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    • no.27
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    • pp.89-118
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    • 2011
  • This paper considers the relationship between memory and archives by exploring the concepts and meaning of archivist and archival description. The author considers the metaphor of archives as memory and relates our understanding of creation, arrangement, preservation, description, and use of records and archives. The author argues that archivists demonstrate their knowledge and background when they organizing and preserving records and archives.

A Study on the Place Specificity of Graffiti Arts Used as Fusion Design Elements in Urban Regeneration (융합 디자인 요소로서 도시재생에 활용된 그라피티의 장소특정성에 관한 연구)

  • Lim, Byung-Woo
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.455-461
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    • 2017
  • This study aims to clarify how the graffiti arts used in urban regeneration projects have come to possess the place specificity as public arts. For the research, the theoretical background of the place specificity of graffiti art was explored with the understanding of the concept of place specificity of public art, before comparing the difference of graffiti arts as public art applied to the urban regeneration projects, depending on their installation location and artist. In addition, the specificity of the place where graffiti artwork was installed and its significance in the context of urban regeneration project were explored. The case study is limited to graffiti arts installed in Bosan-dong, Dongducheon-si, where several urban regeneration projects have been pushed for since 2015. It was found from the analysis that the place specificity of individual art works is maximized when they are merged with cultural contents reflecting the history and place specificity of target cities, such as design, crafts, music and festivals, rather than with the place specificity of the works of individual artists. The result of this study suggests that when graffiti arts are fused with urban cultural contents as fusion design elements, their place specificity is maximized enough to elevate them to the level of public arts, and enable them to function as the media of urban regeneration.