• Title/Summary/Keyword: Architecture Studio

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Understanding the Dynamics between U.S. City Diplomacy and Public Diplomacy

  • Amiri, Sohaela
    • Journal of Public Diplomacy
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    • v.2 no.1
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    • pp.97-115
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    • 2022
  • What is the relationship between city diplomacy and public diplomacy in the United States? Whilst this question is often raised among scholars and practitioners of public diplomacy, a concrete and systematic response to it seems difficult to locate. This paper addresses the question by relying on earlier research based on empirical analysis of data from semi-structured interviews with city officials with international purview in the United States as well as with current and former officials at the U.S. Department of State who have worked on topics related to city diplomacy. The research and analysis that informs this paper and the diagrams it offers are hinged on design principles and adopt an architecture studio style approach to data analysis. Further, multidimensional scaling and correspondence analysis are used to visualize the convergence and divergence between the functions of public diplomacy, as introduced by Nicholas Cull, and the functions of city diplomacy that this paper introduces. This is done to first, provide a framework for understanding the dynamics between city diplomacy and public diplomacy; and second, uncover the policy intervention space that could guide policies for making U.S. city diplomacy and public diplomacy more strategically aligned.

A Study on Public Property of the Regional Museum Design- Focused on the 21st Century Museum of Contemporary Art, Kanazawa, Ishikawaken in Japan - (지역 미술관디자인의 공공성에 관한 연구 - 일본 석천현 금택 21C 현대미술관을 대상으로 -)

  • Son Kwang-Ho;Kim Kang-Sub
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.177-184
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    • 2005
  • The 21st Century Museum of Contemporary Art, Kanazawa as a regional public culture facility is the place where it is possible to think over the roles and meanings of a museum. The urn of this research is to provide information for exploring a desirable direction of the design of a regional museum by analyzing the architectural meanings and public property of the 21st Century Museum of Contemporary Art, Kanazawa. In addition, we arranged the totes and meanings of a regional museum and the concept of the public property in architecture. We also analyzed the architectural quality and the expression of the public property in this museum, as well as the value and meaning of a museum through field researches. The results of this research are as follows. First, this museum breaks with the existing stereotyped Idea to be a space open to the citizens. It secures a wide public space and provides the convenience of access and every facility for citizens. Second, the floor plan is divided into the interchanging area for citizens and an exhibition area; the outskirts of the inside of the museum are planned to be used free of charge for an interchanging space of citizens as a public-owned space of citizens. Third, the public-owned space of citizens includes a citizen exhibition hall, an art library, a kids studio and rest space, which ate all designed lot everyone to enjoy freely. Last, the exterior shape of the museum is simple but harmonize with the surroundings. It has an unique shape showing the local identity, and its most special properties are the convenience of access, introduction of a free space inside, and security of a huge space for children and citizens.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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A Study on the Landscape Design for the Namyangju Gugjip House Complex (남양주 궁집(宮집) 외부공간 기본계획에 관한 연구)

  • Min, Byoung-Wook;Kim, Mi-Yeun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.4
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    • pp.86-100
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    • 2020
  • This study is the result of a design proposal to create a history and culture complex for the "Gungjip," an Important Folklore Cultural Heritage, and its surroundings located in Namyangju, Gyeonggi Province. In particular, the purpose is to introduce a new design approach to a historical and cultural complex consisting of the Gungjip House and Hanok annexes to be opened to the public in the future; and to provide its implications for future study. Although the architectural condition of Gungjip House is well preserved, several problems have been found in the use of the site as a public space due to the lack of a plan for systematic space experience, lack of specific spatial programs, and the too much shade due to uncontrolled green areas, etc. Therefore, the plan presented in this study largely sought to respect the meaning of historical landscape as a public space and to balance with the contemporary needs. The design strategies derived through basic research are to strengthen the sense of place as a cultural heritage; to respect the ecological characteristics of the site and visual harmony with the surrounding environment; and to suggest spatial programs suitable for the contemporary needs. Based on these strategies, the framework for the entire space is conceptually composed of four spaces; Oewon, Ganjeong, Jujeong, and Huwon, and proposes systematical land use and landscape experience. The main feature of this plan is the landscape approach, which aims to preserve the architectural cultural assets in their original form, but to create a reasonable land use and meaningful landscape experience based on the sense of place.

A Spatial Projection of Demand for Green Infrastructure and Its Application to GeoDesign - Evidence-Based Design for Urban Resilience - (융합도시모델링을 통한 그린인프라 수요 예측 및 지오디자인 적용 - 도시 레질리언스를 위한 근거 기반 디자인 -)

  • Kwak, Yoonshin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.30-43
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    • 2023
  • Green infrastructure(GI) is considered a key strategy in establishing sustainable communities. However, research on GI from the perspective of urban system dynamics and resilience lacks depth, as does its integration with physical design. This research addresses two primary causes. First, there is a gap in methods between existing GI planning, which considers static variables, and urban modeling research, which addresses dynamic variables. Second, there is a gap in information between landscape design and urban modeling research. To address these issues, this study proposes an integrated modeling approach in consideration of design decision-making. By combining the LEAM model and MCDA model, this study evaluates the relationship between GI services and socioeconomic growth, while spatially forecasting the geographies of GI demand in 2050. The resulting information reveals a potential degradation in ecosystem services over the region due to Chicago's sub-urbanization. This indicates that there would be a spatial shift in GI demand, emphasizing the need for comprehensive, dynamic GI strategies. This study further discusses the applications of evidence-based design in a studio environment. This study aims to contribute to the GeoDesign literature in terms of the creation of a more resilient urban environment by facilitating efficient evidence-based decision-making.

Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.

A Study on the Role Division in Team Projects of Architectural Design (건축설계 프로젝트 팀별 진행의 역할분담에 관한 연구)

  • Kim, Hee-Kyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5184-5190
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    • 2010
  • This study chiefly aims to find out the efficient ways of organizing teams of architectural design projects. In order to reach this goal, this study analyzed (1) specialties of students' projects during semesters in architectural design studios, (2) teaching methods relevant to architectural design education, (3) division of role play in architectural studios and organizing method that students prefer. Besides, in order to clarify the principles of practical project team organization and to find out more efficient methods in team organization, this study executed archival research on (1) specialties of team organization rules and principles in architectural firms, (2) types and merits of projects teams, (3) efficient methods of dividing roles. For the students project of the studio, it is desirable to switch the roles of team leader and staff members of the team to make members' feeling of participating the decision making of the project progress. In architectural design team, since the high productivity was valued beyond individual preferences, the team organization and and work split was done on the basis of (1) experiences, (2) design ability, (3) schedule of the project, etc. However, for the continuous motivation and enthusiasm for the firms, it is required to study efficient ways of team organization.

The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication (건축·인테리어 디자인과정의 커뮤니케이션을 위한 온라인 다중 사용자 가상환경 활용 사례 연구)

  • Hong, Seung-Wan;Yoo, Chang-Geun
    • Journal of the Korean housing association
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    • v.25 no.1
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    • pp.41-50
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    • 2014
  • Architectural & Interior design communication is a process of exchanging information between architects and other professionals, clients, and prospectus users, and a design medium is a means of communication. Using non-immersive, conventional media, it is challenging for architects communicate physical details and users' activities in not yet built three-dimensional buildings to others. Recent advances online, Multi-User Virtual Environments (MUVEs) allow architects and other professionals to experience a virtually constructed building together using anthropomorphic avatars. In addition, MUVEs also enable them to be aware of the presence and activity of each other. Previous studies suggest that the aforementioned characteristics of MUVEs may facilitate communication between architects and others. But these are focused on communication in controlled experimental conditions. This paper discusses the ways in which MUVEs are applied for authentic and long-term collaboration, design studio, and cultural heritage reconstruction projects, produced by digital design group at the UC Berkeley and the Technion-Israel Institute of Technology, and analyzes the influences of MUVEs on those projects. MUVEs helped more precise communication between architects, electronic engineers, and medical staffs, who are collaborating for developing pioneering technology for hospitals. In design studios, MUVEs allowed students to experience other students' design outputs, and thus helped them share ideas mutually. In addition, in cultural heritage reconstruction projects, MUVEs were used for communicating with historians and residents in order to collect evidence. Based on this study, we propose that MUVEs have strong potential for enhancing the communication between architects and other professionals.

Study on development of vessel shore report management system for IMO MSP 8

  • Rind, Sobia;Mo, Soo-Jong;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.5
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    • pp.418-428
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    • 2016
  • In this study, a Vessel Shore Report Management System (VSRMS) is developed for the International Maritime Organization (IMO), Maritime Service Portfolio (MSP) Number 8, which comprises vessel shore reporting. Several documents have to be completed before the arrival/departure of a vessel at a port, as each national port has its own reporting format and data. The present vessel reporting system is inefficient, time-consuming, and involves excessive paperwork, which results in duplications and errors. To solve this problem, in this study, the vessel reporting formats and data contents of various national ports are investigated, as at present, the reporting documents required by the current IMO standard includes insufficient information which is requested by national ports. Initially, the vessel reporting information of various national ports are collected and analyzed. Subsequently, a database structure for managing vessel reporting data for ports worldwide is devised. To make the transfer of data and the exchange of information of vessel reports much more reliable, efficient, and paper-free, VSRMS, which is a software application for the simplification and facilitation of vessel report formalities, is developed. This application is developed using the latest Microsoft C#.Net Programming Language in the Microsoft Visual Studio framework 4.5. It provides a user interface and a backend MySQL server used for database management. SAP Crystal Reports 2013 is used for designing and generating vessel reports in the original report formats. The VSRMS can facilitate vessel reporting and improve data accuracy through the reduction of input data, efficient data exchange, and reduction of the cost of communication. Adoption of the VSRMS will allow the vessel shore reporting system to be automated, resulting in enhanced work efficiency for shipping companies. Based on this information system and architecture, the consensus of various international organizations, such as the IMO, the International Association of Marine Aids to Navigation and Lighthouse Authorities (IALA), the Federation of National Associations of Ship Brokers and Agents (FONASBA), and the Baltic and International Maritime Council (BIMCO), is required so that vessel reporting is standardized internationally.