• Title/Summary/Keyword: Aesthetic points

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Fuzzy Patterns of Economic Valuating on the Architectural Aesthetic - Case Study of Applying the Fuzzy-Contingent Valuation Method to the Dongdaemoon Design Plaza - (건축미의 경제적 가치 퍼지패턴 분석)

  • Lee, Dong-Joo;Ko, Eun-Hyung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.3
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    • pp.13-20
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    • 2020
  • The purpose of this study is to analyze the fuzzy pattern that is reflected on the inside of the value evaluator in measuring the economic value of architectural aesthetic using the fuzzy-contingent valuation method. The main results of analyzing the relationship between architectural aesthetic and fuzzy patterns by typing 307 fuzzy patterns collected from visitors at Dongdaemun Design Plaza are as follows: First, low levels of architectural aesthetic can be a primary cause of extreme refusal of payment. However, it was confirmed that the extreme refusal of payment could partially involve mentality of free-ride on public goods or mentality that would not give value to past events that are not future. Second, if the architectural aesthetic score is 77.5, the most perfect form of fuzzy pattern is formed. It is confirmed that the fuzzy form, which is the standard in the relationship between architectural aesthetic and money value, is made at 77.5 points. This means that it is most efficient to have 77.5 points of architectural aesthetic to secure balanced data by membership in the study of architectural aesthetic value measurement through fuzzy pattern. Third, according to the architectural aesthetic score, respondents can be interpreted as follows: no monetary willingness arises before or after 52.4, starts to respond to the amount before and after 65.6, severe conflict over payments around 70.6~71.7, stronger willingness to pay around 77.6, want to pay for sure around 80.0.

Studies on Landscape Planting Design( I ) -With SpeciAl refErence to the Selection of til:es in the Landscape - (조경배치 설계에 관한 연구(1))

  • 심우경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.15 no.3
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    • pp.1-10
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    • 1988
  • The initial selection of plants is the decisive step in the ultimate success of any landscape planting. This study intended to establish a reasonable selecting criteria of tree in the landscape through the holistic consideration of aesthetic, functional, cultural, operational and ecological viewpoints. The matrices of evaluating the fitness of tree were modulated to 10 categories ; availability from the established nursery. aesthetic value, indigenous to the locality, maintenance, soil fertility requirement, environmental tolerances. growth rate. wild-life food production. use of plants in design and user's likes. This 10 categories were weighted to their fitness as high(10 points), medium(8 points) and low(5points). Thus suitable plants were identified which got 70 more points from total 100 points. Such a method was believed as a rational process to get trust from client. to persuade uneducated client and to be free from designer's prejudice through a case study. But it is important to landscape designer to recognize the relationship between the rationality which prevails throughout the modern technical world and the intuitive aspects of design that are essential for developing creative solutions to encourage creativity as well as analytical responsibility.

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The Idea Effect of Pictorial Typography Class Using Artpropel (아트프로펠을 활용한 픽토 타이포그래피 수업의 발상 효과)

  • Hwang, Jin-Gu;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.263-273
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    • 2019
  • Pictorial typography is a fusion of image and type, which makes it possible to easily and quickly recognize information by complementing the boredom of characters and ambiguity of images. In this study, 6 classes were assigned to the 30 students in A specialization design class and applied artistic propel method to the pictorial typography design class, followed by the process of perception, reflection and creation, We analyze the two evaluation factors, functional and aesthetic changes, and verify the validity of the artpropel course. In the pre-post survey conducted in this study, the self - evaluation and the peer evaluation were improved. Functionality increased by 5.34 points in self evaluation, 5.4 points in peer evaluation, and 2.1 points in self evaluation and 1.8 points in peer evaluation. As a result, it can be seen that the pictorial typography class through the artpropel process helped to improve the functionality and aesthetic, and the effect of functionality was more significant than the aesthetic.

Aesthetic Characteristic of‘Sarangbang’Furniture of The Yi-dynasty Period (이조시대 사랑방 가구에 대한 현대인의 미의식)

  • 유영희
    • Journal of the Korean Home Economics Association
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    • v.24 no.4
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    • pp.139-146
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    • 1986
  • The purpose of this study was to identify aesthetic concepts of‘Sarangbang’furniture during the Yi-dynasty period and aesthetic descriptions indicating each concept expressed by experts in traditional furniture. The furniture selected for the study includes desks, table bookcases, document and stationary boxes (mungab), letter holders (Kobi) and inkstone boxes (younsang) with lacquer and oil finish on. The respondents were 72 traditional furniture experts; researchers collectors, sellers and artists related to period furniture. The important points of aesthetic descriptors were collected 123 from related literature. From experts' answers, 47 representative descriptors were selected. Data were analyzed with the SPSS using frequency, Percentage mean, factor analysis, t-test and C2. The results were as follows; 1. The aesthetic concept of sarangbang furniture during the Yi-dynasty can be categorized into 9 aspects; appearance of beauty, stability the interior space, naturalness, nobleness/harmony of lines, detail/refinement, simplicity, diversity solidity and surface division. 2. The characteristics of the Korean traditional furniture can be described using 47 descriptors explaining 9 concepts mentioned above.

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Attractiveness Valuation of Phenomenal Architectural Aesthetic by Mixing the Fuzzy Logic with Contingent Valuation - Availing the Use Fares of Facility within Nodle Islet Cultural Center as Valuation Scale - (퍼지논리와 가상가치법 혼합을 통한 현상적 건축미의 매력가치 - 노들섬 문화센터 시설이용료를 가치 척도로 -)

  • Lee, Dong-Joo;Ko, Eun-Hyung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.5
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    • pp.3-10
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    • 2018
  • The purpose of this study is to estimate the attractiveness value according to the preference level on architectural aesthetic. This research starts from the concept that aesthetic is phenomenon and from the viewpoint of 'attraction value' which affects goods. Interactive internet surveys were conducted for 500 citizens of Seoul metropolitan city who are potential users of the Nodle Islet Cultural Center. Based on the scenarios and questionnaires with fuzzy models, we have examined the evaluation of architectural aesthetic and monetary willing-to-payment, and estimated the economic value by preference level of architectural aesthetic through linear regression analysis. The main results of the study are as follows: First, the economic value of the Nodle Islet Cultural Center was estimated at ?15,683.43/person. Residents of Seoul metropolitan city were willing to accept the increase in the above-mentioned amount of the facility fares when their preferred works (average 86.81 points) were constructed. (P <0/05) Second, it is confirmed that the economic value increases dramatically as the preference level of architectural aesthetic increases. Third, it is presumed that the infinite valuation of architectural aesthetic and the problem of free riding coexist in the estimation of economic valuation of architectural aesthetic for public buildings. Fourth, by mixing the fuzzy logic with contingent valuation method, starting point bias and no response biases that happened in contingent valuation could be disappeared. bias elimination must be considered seriously because another bias could be happened in full process of the research. The results of this study will serve as a basis for spreading architectural aesthetic value-oriented research from the vague and obscure aesthetic-centered discussion on the existing architectural aesthetic. In addition, it will be an opportunity to draw institutional application and utilization strategy of architectural aesthetic through architectural aesthetic value research.

Effects of Brand Attachment and Perceived Aesthetic on Intention to Purchase New Smartphone (브랜드 애착과 지각된 심미성이 새로운 스마트폰에 대한 구매의도에 미치는 효과)

  • Lee, Woong-Kyu;Park, Jin-Hoon
    • The Journal of Information Systems
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    • v.23 no.4
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    • pp.147-168
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    • 2014
  • Consumer's switching behavior from incumbent smartphone to new one can be explained by not merely rational assessment but also affective aspects like aesthetic or pleasure and emotional points like attachment. but, in information system field, researches on affective.emotional factors relatively were insufficient and researches which focus on the perspective of the consumer were more scarcity. consumer's attachment to current smartphone brand and perceived aesthetic on new one would influence rational evaluation to switch or not. Therefore, this study investigates relationship between emotional factors on current smartphone and assessment of new one, in turn, we empirically analyzes purchase intention of the consumer. In order to prove the validity of the hypotheses, this study was applied longitudinal study and then conduct a survey of 212 smartphone users. The analysis results by Partial Least Square (PLS) approach showed that all hypotheses in this study were statistically supported.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

A Study on Framing Techniques of Landscape Assessment Using the Analytic Hierarchy Process - The Assessment on the Landscape Control Points - (AHP 기법을 활용한 경관평가법 작성에 관한 연구 - 경관통제점에서의 평가 -)

  • Suh Joo-Hwan;Yang Hee-Seung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.4
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    • pp.94-104
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    • 2004
  • This study creates the LCP (Landscape Control Point) through the survey of spot sites for the quality of landscape assessment, which is based on an objective and departmentalized data base; the landscape assessment was achieved by production of weight value with the AHP (Analytic Hierarchy Process) technique, selection of requisites for the landscape assessment with the IVERSON method and visual area analysis with GIS (Geographic Information System). Futhermore, validity of the landscape assessment was verified by analysis of the correlation between physical amount and aesthetic amount. The purpose of this study is to suggest the basic essential data for landscape assessment and landscape planning by the characteristics of landscape based on verification of the suggested landscape assessment methods. The results of this study are summarized below. 1. In the adaptation of landscape assessment using GIS, the landscape assessment points of LCP 18, 17 and 16, which have more visible elements such as hill area, mountain area, and forest and farm land, were indicated to be higher than the others. In contrast, the landscape assessment points of LCP 13, 6 and 10, which have less visible elements, were relatively lower than the others. 2. In the visible preference measuring method, LCP 4, 14, and 16 showed high points of landscape assessment with 3.46, 3.4, and 3.18 each. With the more natural environments such as hill area, mountain area, and forest and farm land, higher results were shown. In contrast, LCP 7, 1, and 9 showed low points of landscape assessment with 2.24, 2.36, and 2.53 each. 3. In this study, a coefficient of 0.746 was gained by the analysis of correlation between the points of landscape assessment method and the points of visual preference from a slide show. This has 99 percent of probability in statistical data. 4. In conclusion, with the demonstration of the correlation between the landscape assessment method based on the AHP technique and the aesthetic amount (preference proportion), the practical use of landscape assessment can be demonstrated by the suggested landscape assessment method.

2.5D Quick Turnaround Engraving System through Recognition of Boundary Curves in 2D Images (2D 이미지의 윤곽선 인식을 통한 2.5D 급속 정밀부조시스템)

  • Shin, Dong-Soo;Chung, Sung-Chong
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.20 no.4
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    • pp.369-375
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    • 2011
  • Design is important in the IT, digital appliance, and auto industries. Aesthetic and art images are being applied for better quality of the products. Most image patterns are complex and much lead-time is required to implement them to the product design process. A precise reverse engineering method generating 2.5D engraving models from 2D artistic images is proposed through the image processing, NURBS interpolation and 2.5D reconstruction methods. To generate 2.5D TechArt models from the art images, boundary points of the images are extracted by using the adaptive median filter and the novel MBF (modified boundary follower) algorithm. Accurate NURBS interpolation of the points generates TechArt CAD models. Performance of the developed system has been confirmed through the quick turnaround 2.5D engraving simulation linked with the commercial CAD/CAM system.

An Aesthetic Review on the Traditional Active Sports Wear Design - Focusing on Korean Wrestling Uniform- (전통 국기복 디자인에 관한 미학적 고찰 -씨름복을 중심으로-)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.105-116
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    • 2005
  • Focusing on costume research to set image of Korean wrestling that has potential power as a traditional and cultural item, the purpose of this research is to systemize Korean wrestling uniform and offer suggestions regarding visualization, and to carry out basic ground research to develop Korean wrestling uniform design. For the basic part, I compared world wrestling and Korean wrestling in an effort to learn more about the history of wrestling uniform along with its transitional changes. And for the practical part, I studied the criterion of the current wresting and its uniform, and classified the aesthetic points of Korean wresting uniform into four categories in the view point of design ground research: tradition and uniqueness, usability and compatibility, symbolism and ornamentation, variety and unification. It is concluded that the most important part in designing Korean wrestling uniform lie in how to consistently visualize it based on the above mentioned aesthetic points. As the theoretical research on aesthetic parts of Korean wrestling uniform, this research finds its meaning in suggesting guideline for design concept and development while planning traditional and cultural costume design which will be materialized in the follow-up research.

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