• Title/Summary/Keyword: Design idea

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A Study on the Idea of Forest Park in Kyongsungbu Namsan Park Design Proposal in 1917 (1917년 경성부 남산공원설계안의 삼림공원 개념에 관한 연구)

  • Son, Yong-Hoon;Seo, Young-Ai
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.30 no.4
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    • pp.23-31
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    • 2012
  • The purpose of this study is to analyze features and meanings on Kyonsungbu Namsan Park Design Proposal established in 1917, and to discuss the significance of the idea of Forest Park on Namsan Park. This Namsan Park Design Proposal has been the first attempt to apply modern park concept to broaden Namsan area by a professional park planner. The professional park planner to conduct Namsan Park Design Proposal is Dr. Seiroku Honda who is a pioneer of modern Japanese park planning. He clarified the concept of Namsan Park into Forest Park. With his idea we can imagine the position of Namsan at that time as a meaningful green space in Kyonsung city. In the proposal, the planning boundary of Namsan Park was considered widely as Namsan area into one big park, including the north with existing Wesungdae Park, Hanyang Park, Noinjeong and Jangchungdan, and the south with connecting park to Yongsan area beyond the walls of Hangyang castle. In a wide range of park space of the plan, parkways and park facilities were introduced. How to manage new parkways and facilities were also considered together. The significance of this plan is that it is the first trial of modern park planning with Namsan. In addition to the analysis of Kyonsungbu Namsan Park Design Proposal, the modern meaning and implications were also discussed.

Aesthetic Concept of Play and Architecture of Alvar Aalto (미학적 놀이 개념과 알바 알토의 건축)

  • Kim, Hyon-Sob
    • Journal of architectural history
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    • v.19 no.2
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    • pp.67-83
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    • 2010
  • The purpose of this research is to rethink Alvar Aalto's architecture on the basis of the aesthetic concept of play. This attempt is valid because he had asserted the importance of play in his design. But more fundamentally, his critical view of the instrumentalised rationalism implied the idea that a human being is "Man the Player" as well as "Man the Thinker", of which theory was elaborated in Johan Huizinga's Homo Ludens (1938). Premised on it, this paper investigated the evolution of the play idea in aesthetics and located Aalto's concept within the map. Summing up, his play was an intuitively grasped desire opposed to a rational requirement, which leads to a dialectical synthesis. This schema is similar to that of Schiller, in which Spiel reconciles the reason and the sense. However, Aalto's play could be differentiated into the "astonishingly rational" and "a jest", each of which roughly corresponds to the Spieltrieb (play impulse) and the sinnliche Trieb (sensuous impulse) in Schiller's thinking. On the other hand, Aalto's architecture illustrates play that could be interpreted as the overflow of surplus energy. This play is the very concept that can bridge the gap in the form-function formula of modern architecture. Aalto's play idea seemed to basically originate from his personality but its value must be confirmed by the Finnish litterateur Yrjo Hirn as Aalto mentioned in his statements (1953 & 1972). It appears that Aalto's play concept was materialised in architecture through his typical design language, such as the undulating wall, the aperspective space, the imitation of nature and the collage of heterogenous elements. However, we should be careful not to reductively analyse the application of play in practise. As Huizinga's comprehensive theory suggests, the play element exists in any cultural areas including any architectural activities. In conclusion, this paper argues that Alvar Aalto the Homo Ludens presented the possibility of critical rationalism in modern architecture by imbuing dry modernism with "the life enhancing charm" of "the art of play".

An interaction between cognitive ability and personality on the performance of computer-based group idea generation

  • Jung, Joung-Ho
    • The Journal of Information Systems
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    • v.29 no.2
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    • pp.265-286
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    • 2020
  • Purpose Among various psychosocial factors, negative social comparison, attention blocking to stimuli, and cognitive interference via information overload are considered most critical in hindering the effective performance improvement of computer-based idea generation. Given that the effect of negative social comparison along with a plausible solution based on the notion of performance feedback and goal setting has been successfully addressed, this study focused on the remaining issues of "attention blocking to stimuli and cognitive interference via information overload" and attempted to find a way to alleviate the effect of such process losses on performance. Design/methodology/approach A 2 × 4 between-subjects design was used, crossing cognitive ability (high and low) and personality (extroversion and introversion). Five subjects per each treatment were randomly selected to make the sample size equal. The group simulator was used to measure individual-level performance. The dependent variables were the quantity of and quality score of ideas. The manner by which these performance measures were operationalized was consistent with prior studies. An additional analysis using the number of diverse ideas was also conducted. Findings Three arguments were made in this study: (1) high cognitive individuals would perform better than low cognitive individuals, (2) extraverted individuals would perform better than introverted individuals, and (3) cognitive ability and personality would interact such that individuals in Q1 would have the highest performance. Cognitive ability had an effect on quality not quantity. Personality had an effect on both quantity and quality. An interaction between cognitive ability and personality was not found due to small sample size despite the use of the group simulator.

On the Plans of Gyeongju Seokguram Grotto Restoration Project (1961-1962) by Kim Chung Up (김중업의 「경주 석굴암 보수공사 설계」(1961-1962)에 관한 고찰)

  • Woo, Don-Son;Kim, Tae-hyung
    • Journal of architectural history
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    • v.30 no.4
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    • pp.41-52
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    • 2021
  • This study examines the Gyeongju Seokguram Grotto restoration project (1961-1962) by architect Kim Chung Up (1922-1988) and introduces the documents he wrote at the time of planning. The study highlights Kim's Plan attempt to adopt Buckminster Fuller's idea of the Geodesic Dome, while inheriting the architect Pai Ki Hyung's previous design plan which was nullified. As Seokguram Grotto's water leak and deterioration issues have been brought up, the four-times survey was carried out by experts team between 1958 and 1960, under Ministry of Education's direction. Pai designed an initial restoration plan based on the survey's result, which was a double-dome structure with a concrete film on the outer periphery as a way to protect Seokguram Grotto in January 1961. However, as drawbacks, such as the heavy load of the concrete dome, and non-installation of entrance hall, have been indicated in the review process, the Cultural Properties Committee rejected the plan. Subsequently, Kim was appointed as the supervisor of the second restoration project. Kim drew up a process management schedule to be implemented from August 1961 to December 1963 and designed the conception plans for the second restoration design. This study analyzes Kim's Plan by examining sketches, site plans, floor plans, and sections. Kim planned to maintain the idea of the double-dome structure proposed by Pai while applying Buckminster Fuller's idea of the Geodesic Dome. Kim planned to lighten the dome structure by applying a steel-frame Geodesic Dome so that the dome structure could be supported by its own. The study is expected to reclaim the omitted parts from Seokguram Grotto's historical description and Kim's careers.

A Study on the Trend of the International Furniture Expo $K\ddot{o}ln$ - Focused on the Living Funiture in 2004-2006 imm- (퀼른 국제가구 박람회를 통해서 본 가구디자인의 경향에 대한 연구 - 2004 - 2006 imm의 리빙가구를 중심으로 -)

  • Yoo, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.287-294
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    • 2007
  • [ $K\ddot{o}ln$ ] IMM (International Mobel Messe Koln) is traditionally one of the advanced Exhibitions with International Expo of Furniture in Milan. IMM is not only the furniture exhibition but also well known international event that shows novel idea and the newest trend of interior design field. This event displays from the traditional style reaches to the newest trend, and also presents the world various Interior design spectrum with the forecast of interior design industry. This study analyze out the trend of the nm in year 2004, 2005 and 2006. It analyzed each year's design with form, material, color and general feature. Thus, it suggests demanding and persistent design of modern society, This chart shows the characteristics of the furniture design from 2004 to 2006 Result of the study shows that the trend of the furniture design would be process with the relationship of simple design, multi-cultural character, and practical paradigm.

Integration of Text and Image Information of Interior Design (실내디자인의 문자 정보와 이미지 정보의 통합화에 관한 연구)

  • 이현수;정선영;오수영;고경진
    • Korean Institute of Interior Design Journal
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    • no.26
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    • pp.88-94
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    • 2001
  • This paper explores idea of the integration of text and image information in interior design. In this paper, we designed a structure of text and image information. Text information includes the information about materials and projects, and image information includes images of interior design. Material information consists of such as name and price of materials. Image information involves images of interior design that have been scanned and categorized into 15 groups according to the building regulation. Project information consists of construction brief and materials relevant to the image of interior design. The interior design information that is based on cases offers various information to designer and customers. In addition, the connection between text information and image information improves the quality of interior design by decreasing the trial and error in interior design processes. Finally, we discuss the method that integrates text and image information of interior design.

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Improved Design of High School Girl's Summer Uniform Based on Style Theory

  • Zhang, Ling-Xi;Wang, Jian-Ping
    • International Journal of Costume and Fashion
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    • v.15 no.2
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    • pp.63-77
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    • 2015
  • By means of statistical analysis and module concept, this paper investigated the current situation of high school girl's uniform and put forward its improved design and database establishment. Combined with the survey data, the future design direction and trend of the high school girls' uniform were proposed. By using modular design concept, the uniform is divided into five modules, and a style database has been built. Meanwhile, the parametric pattern database has been completed by using garment CAD system, based on the style database above, which has 42,336 possibilities to assemble a pair of school uniform. Combining with digital sewing techniques and by using computerized embroidery machine, the personalized design of high school girl's summer uniform has been realized. And two simulated case have been given for examples to prove its feasibility. The idea of modular design and parametric design method proposed in this study offer references for establishing the modular design database and parametric pattern database for other types of school uniform and are of relatively high practical and theoretical value.

Flat-panel CRT with channel guides

  • Vissenberg, M.C.J.M.;Ijzerman, W.L.;Cortenraad, H.M.R.;Hiddink, M.G.H.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2003.07a
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    • pp.126-129
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    • 2003
  • Electron beam guides hold the promise of a flat-panel display based on CRT technology. We propose to integrate the periodic focusing electrodes of such beam guides on a glass channel plate for a robust and simple design. The feasibility of this idea is tested numerically and experimentally.

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Participatory Design Process for the Utilization of the Military Relocation Site - The Case of the Idea Competition for the Fukaya Communication Site in Yokohama - (군기지 이전지 활용에 관한 참여설계과정 - 요코하마 후카야 통신소 이전지 아이디어 공모사업 사례 -)

  • Park, Ji-Hyun;Son, Yong-Hoon;Tsuge, Kiharu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.3
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    • pp.10-25
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    • 2011
  • Since 1950, the city of Yokohama has been demanding the return of US. military base sites in Yokohama. Yokohama has established a systematic utilization plan for these relocation sites. The Fukaya communication site is one of former US. military bases verified for return in 2004. The Fukaya communication site is distinctively circular in shape and is entirely national land. Yokohama took an idea competition to its citizens to create a new park at the relocation of the Fukaya communication site, involving lots of citizen opinion in its utilization goals. This study determined the process of the idea competition at the Fukaya communication site in encouraging civic participation and analyzing citizen demands for the utilization of the relocation site. Through the idea competition, Yokohama city was able to obtain several ideas on the new park from various angles such as the function and shape of the urban open spaces. Citizens showed great interest in creating a park as green infrastructure on the Fukaya communication site. In addition, beyond utilization as an urban open space, many ideas suggested new lifestyles for the region in connection with the natural environment in the vicinity. Yokohama city tried to share the process and results of the idea competition with as many citizens as it could through a variety of means such as Participation, Judging, Support, Observation and Understanding. The case study on the idea competition at the Fukaya communication site is a good example of community design practice in public projects, and is full of suggestions for military bases in Korea, which has just established the plan of utilizing relocation sites as parks. Based on this case study, it can be concluded that it is important to make a systemic form for utilization planning with a clear process, open information and partnership in a variety of participatory design processes in order to ensure maximum civic utilization of relocation sites.

Concept Design of Modular Mobile Phone using Axiomatic Approach (공리적 접근을 이용한 모듈러 모바일 폰의 개념 설계)

  • Cha Sung-Woon;Lee Kyung-Soo;Kim Min-Soo
    • Journal of the Korean Society for Precision Engineering
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    • v.23 no.5 s.182
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    • pp.119-127
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    • 2006
  • Design structure of a mobile phone has been changed to a converged style, which has so many functions. However, the converged mobile phone could not satisfy the users who want to use only specific functions, so with Axiomatic Design, we have studied for making a proposal to set up the new concept. The goal of this study is to derive a general solution with Axiomatic Design to verify the Independence. By enhancing the existing design model and differentiating the function of mobile phone, user will be able to choose desirable products, which have only specific functions and/or specific parts. First of all, we checked the Independence about the existing design model. Then, we developed the new design model with the idea that base mobile phone should have basic functions and additional functions can be separated, surely be connected when users want.