Journal of the Korean Institute of Landscape Architecture
/
v.38
no.3
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pp.23-32
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2010
The purpose of this study is to quantify human energy budgets for different structures of outdoor spatial surfaces affecting thermal comfort, to analyze the impacts of tree shading on building energy savings, and to suggest desirable strategies of urban greenspace planning concerned. Concrete paving and grass spaces without tree shading and compacted-sand spaces with tree shading were selected to reflect archetypal compositional types for outdoor spatial materials. The study then estimated human energy budgets in static activity for the 3 space types. Major determinants of energy budgets were the presence of shading and also the albedo and temperature of base surfaces. The energy budgets for concrete paving and grass spaces without tree shading were $284\;W/m^2$ and $226\;W/m^2$, respectively, and these space types were considerably poor in thermal comfort. Therefore, it is desirable to construct outdoor resting spaces with evapotranspirational shade trees and natural materials for the base plane. Building energy savings from tree shading for the case of Daegu in the southern region were quantified using computer modeling programs and compared with a previous study for Chuncheon in the middle region. Shade trees planted to the west of a building were most effective for annual savings of heating and cooling energy. Plantings of shade trees in the south should be avoided, because they increased heating energy use with cooling energy savings low in both climate regions. A large shade tree in the west and east saved cooling energy by 1~2% across building types and regions. Based on previous studies and these results, some strategies including indicators for urban greenspace planning were suggested to improve thermal comfort of outdoor spaces and to save energy use in indoor spaces. These included thermal comfort in construction materials for outdoor spaces, building energy savings through shading, evapotranspiration and windspeed mitigation by greenspaces, and greenspace areas and volume for air-temperature reductions. In addition, this study explored the application of the strategies to greenspace-related regulations to ensure their effectiveness.
According to the National Statistical Office, the number of senior citizens aged 65 or over has exceeded 7 million as of 2017, and the number of senior citizens who live alone among them exceeded 1.3 million. Most of the senior citizens who live alone suffer from absolute poverty (68.5% of them has monthly income less than 500,000 won) and they have difficulties for basic living in the blind spot of our society. In particular, the heating is quite a serious issue for the senior citizens who live alone and belong to vulnerable social group in the winter, and to make it worse, they are exposed to frequent fire accidents due to the negligence in handling electric appliances such as electric heaters and electric pads. The main reason the indoor tent products are being used by senior citizens who live alone is that it saves energy, ensures warm sleep, and improves fire safety. Following the expansion of the indoor tent market, this study focused on the idea that there is a need for an in door tent suitable for senior citizens who live alone and belong to low income bracket and intended to improve its efficiency in relation to use, resting, and storage. For this, a basic survey was conducted on the products of existing brands to analyze advantages and disadvantages and it was possible to understand the demands that consumers have for existing products. Accordingly, a survey on consumer preference was conducted using a designed model and the Zabara typp, which demonstrated the best efficiency in terms of installation convenience, space usability, and appearance design was selected. Based on the results of selection, the product design and final prototype were completed. The results and details of the study are as follows; First, factors that were not recognized in product development phase could be identified through usability survey and interview with actual users. Second, for the effective aspect of the prototype, senior citizens could install and fold the tend more easily and quickly than expected. Based on these results of this study, it is expected that not only senior citizens who live alone but also various other users can use the tent to create another comfortable private space indoors.
Choi, Jong Yun;Kim, Seong-Ki;Kim, Jeong-Cheol;Yun, Hak Jong
Korean Journal of Environment and Ecology
/
v.33
no.2
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pp.237-251
/
2019
This study evaluated the ecological value of waterside parks by investigating the animal distribution and ecological feature in 92 waterside parks and analyzed the change of ecological awareness by users and non-users of waterside parks through ecological education and promotion based on the investigation results. The result confirmed inhabitation of various animals including 9 endangered species (Pernis ptilorhynchus orientalis, Accipiter soloensis, Falco subbuteo, Charadrius placidus, Felis bengalensis euptilura, Lutra lutra, Kaloula borealis, Polyphylla laticollis manchurica, and Leptalina unicolor) in waterside parks. Although waterside parks were constructed to be hydrophilic areas for human use, some of them with high natural characteristics are valued as biological habitat. We investigated user status in 5 areas (Daejeon, Sejong, Cheongju, Kongju, and Buyeo) located at Guem river basin to evaluate people's perception of waterside parks and carried out the ecological education and promotion based on the investigation result. The survey of 200 people showed that there were more users of waterside parks than non-users and that people in their 40's showed the highest use rate. The use frequency of waterside parks located in Daejeon and Cheongju was lower than in other areas (Sejong, Kongju, and Buyeo). We considered it was because Daejeon and Cheongju were urban areas and had relatively more leisure areas such as sports facilities and cafe than other areas, and thus the residents had a lower reliance on waterside parks. Moreover, users used waterside parks more frequently when they were nearer to users' residence. It is because most users perceived waterside parks as the leisure sports facility and thus preferred them to be within walking distance. The users' perception of waterside parks as the ecological space "to be preserved" increased after the ecological education and promotion. The change of the perception was higher among users (80%) than non-users (38%). Therefore, ecological education and promotion were potentially more effective to people who user waterside parks and thus had a higher understanding of the characteristics and specification. In conclusion, 1) although waterside parks were constructed for human use, some parts had high ecological value for the distribution of endangered species and outstanding natural beauty, and 2) it is necessary to change the perception of waterside parks from the hydrophilic attribute to the conservation attribute. Such change of perception would contribute to establishing waterside parks that feature both hydrophilic and conservation attributes in the management or upgrading plan of waterside parks in the future.
Modern businesses are adopting new technologies to serve their markets better as well as to improve efficiency and productivity. The advertising industry has continuously experienced disruptions from the traditional channels (radio, television and print media) to new complex ones including internet, social media and mobile-based advertising. This case study focuses on proposing intelligent advertising business model in Seoul's metro network. Seoul has one of the world's busiest metro network and transports a huge number of travelers on a daily basis. The high number of travelers coupled with a well-planned metro network creates a platform where marketers can initiate engagement and interact with both customers and potential customers. In the current advertising model, advertising is on illuminated and framed posters in the stations and in-car, non-illuminated posters, and digital screens that show scheduled arrivals and departures of metros. Some stations have digital screens that show adverts but they do not have location capability. Most of the current advertising media have one key limitation: space. For posters whether illuminated or not, one space can host only one advert at a time. Empirical literatures show that there is room for improving this advertising model and eliminate the space limitation by replacing the poster adverts with digital advertising platform. This new model will not only be digital, but will also provide intelligent advertising platform that is driven by data. The digital platform will incorporate location sensing, e-commerce, and mobile platform to create new value to all stakeholders. Travel cards used in the metro will be registered and the card scanners will have a capability to capture traveler's data when travelers tap their cards. This data once analyzed will make it possible to identify different customer groups. Advertisers and marketers will then be able to target specific customer groups, customize adverts based on the targeted consumer group, and offer a wide variety of advertising formats. Format includes video, cinemagraphs, moving pictures, and animation. Different advert formats create different emotions in the customer's mind and the goal should be to use format or combination of formats that arouse the expected emotion and lead to an engagement. Combination of different formats will be more effective and this can only work in a digital platform. Adverts will be location based, ensuring that adverts will show more frequently when the metro is near the premises of an advertiser. The advertising platform will automatically detect the next station and screens inside the metro will prioritize adverts in the station where the metro will be stopping. In the mobile platform, customers who opt to receive notifications will receive them when they approach the business premises of advertiser. The mobile platform will have indoor navigation for the underground shopping malls that will allow customers to search for facilities within the mall, products they may want to buy as well as deals going on in the underground mall. To create an end-to-end solution, the mobile solution will have a capability to allow customers purchase products through their phones, get coupons for deals, and review products and shops where they have bought a product. The indoor navigation will host intelligent mobile-based advertisement and a recommendation system. The indoor navigation will have adverts such that when a customer is searching for information, the recommendation system shows adverts that are near the place traveler is searching or in the direction that the traveler is moving. These adverts will be linked to the e-commerce platform such that if a customer clicks on an advert, it leads them to the product description page. The whole system will have multi-language as well as text-to-speech capability such that both locals and tourists have no language barrier. The implications of implementing this model are varied including support for small and medium businesses operating in the underground malls, improved customer experience, new job opportunities, additional revenue to business model operator, and flexibility in advertising. The new value created will benefit all the stakeholders.
It has been 10 years since the facility modernization projects of traditional markets was rigorously undertaken. Although more than 835 traditional Korean markets nationwide have already completed these projects, there does not exist a specific set of standards of installation, future maintenance, and management. As a result, the complaints made by civil stakeholders in accordance of the actual facility installation caused problems and delays of related projects. In addition, while some local governments secured and implemented their own differing standards, others have not yet established their own separate standards for maintenance and management. Specifically, 694 traditional markets nationwide were supported for the cost of installing arcades by 2010. For the short period of time after the arcade-supported projects were deployed, the number of the traditional markets had been rapidly growing as a prime example of the facility modernization projects. The arcade facilities are being planned and installed merely for screening the rain or the sun. Without fundamental data for the newly landscaped environments or information on the actual conditions of usage and assessment, there is a lack of comprehensive approaches that could possibly organize the public environments. Furthermore, the amount of support needed for repairs, maintenance, and management from the central and local governments is gradually increasing. Thus, it becomes both crucial and necessary to complement the current set of standards. The purpose of this study is to examine the actual conditions of usage, maintenance, and management among those traditional market facilities that were installed with the supports of the facility-modernization projects, especially for arcades. This will be carried out through investigating the local problems, issues, and considering international case studies. The results of this study will provide measures for effective and efficient installation and management of traditional market arcades. Improvements in the use of public resources could be directed towards transforming public business, as well as public enhancement and functional maintenance and reinforcement. Under this condition, the arcade is not a simple area to avoid rain or sunlight; it becomes a public space. It is highlighted that the arcade should establish its public business not only to activate markets but also to refine street environments and revitalize local communities. A more specific way to improve is introduced through systematic supplementation. This is needed to attract effective participation from local residents and is done so by conducting a fair procedure from the first stage of business and by providing guidelines for establishing arcades as public facilities. The study points out to the problem of merchants-centered plans and street use. It presents the need to expand to involve residents and customers. Given that the arcade is a public facility and merchants' ability to maintain it is limited, manuals and systems for its maintenance needs to be introduced through multi-party agreement of merchants, government, residents and customers.
Due to change in circumstances in the 2000s such as severe birthrate decline and shortened military service period, the armed forces of the Republic of Korea is currently turning to technologies and equipments from manpower, developing it to become high-tech, high-speed, and complex, resulting in an environment in which a single mistake could cause a mass mortality crisis.It is also evident that, considering aspects such as safety training curriculums and achievements of advanced countries and private education, hands-on training is a must in preventing suicides and accidents in the military, and establishing safety training centers is crucial for systematic and effective hands-on training.Soldiers who are joining the army as of now have experienced the Internet ever since they were born and easily use both virtual and augmented reality, and the current level of science and technology has developed to the point where most of the public safety experience centers are able to be replaced by virtual and augmented reality (VR/AR). Therefore, considering the aspects such as installation space, construction costs, maintenance costs, user characteristics, and education effects, other than for those trainings where real models and objects are more effective such as first aid training, it is with a strong recommendation that establishing military safety training facilities with VR/AR (Virtual and augmented reality) is a must in the coming future. We have derived the need for hands-on training by considering the development of virtual and augmented reality (VR/AR), analysis of operation status of the public safety experience centers, characteristics of military units, installation and maintenance costs, and proposed plan to establish safety training centers where effective training performance can be achieved at a lower cost than the public safety experience center. In addition, we suggested the scale of the required safety training center and the composition of the experience rooms considering the number of trainees and the environment of each military units. Given this analysis it will contribute to the prevention of military safety and suicide by building a safety training center in the future.
Since the occurrence of Portland cement, a great number of concrete structures were constructed. But the concrete structures have their own life times, which inevitably demand repairing treatments, especially on their surface parts. Currently many various methods have been developed and are being applied fer this purpose. In this study, a newly developed method using pneumatic chipping machine and anchor pin was adopted far repair of old concrete structure and the mechanical characteristics of cementing plane between existing and new concrete were tested. Comparing the removal methods for the decrepit part of existing concrete using pneumatic chipping machine and hydraulic breaker, the peak cohesion was higher when using chipping machine at the cementing plane. On the other hand, the residual cohesion was higher for the case of breaker. Step shaped chipping on the cementing plane was effective in increasing peak cohesion, which results 14% increase in the case of 30 mm step height and 22% in 50 mm height when compared with planar chipping plane. The use of anchor pin increased the residual cohesion, which restricted shear slip on the cementing plane after peak shear stress and the tensile strength of 32% compared with that of non-anchored case. According to the combined effect of step shaped chipping of 30 mm and anchor pin with an interval of 15 cm, the peak cohesion reached up to 77% and the residual cohesion showed 180% of the ones of the fresh concrete, respectively.
Journal of the Korean Institute of Landscape Architecture
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v.43
no.3
/
pp.13-26
/
2015
Many urban areas in Korea suffer from repeated flood damage during intensive rainfall due to an increase in impervious areas caused by rapid urbanization and deteriorating sewage systems. A centralized stormwater management system has caused severe flood damage in an area that has proven unable to accommodate recent climate change and a rise in precipitation. Most flooding prevention projects that have been recently implemented focus on increasing drainage system capacity by expanding the size of sewer pipes and adding pumping stations in downstream areas. However, such measures fail to provide sustainable solutions since they cannot solve fundamental problems to reduce surface runoff caused by urbanization across the watershed. A decentralized stormwater management system is needed that can minimize surface runoff and maximize localized retention capacity, while maintaining the existing drainage systems. This study proposes a stormwater management corridor for the flood-prone watershed in the city of Dongducheon. The corridor would connect the upstream, midstream, and downstream zones using various methods for reducing stormwater runoff. The research analyzed surface runoff patterns generated across the watershed using the Modified Rational Method considering the natural topography, land cover, and soil characteristics of each sub-watershed, as well as the urban fabric and land use. The expected effects of the design were verified by the retainable volume of stormwater runoff as based on the design application. The results suggest that an open space network serve as an urban green infrastructure, potentially expanding the functional and scenic values of the landscape. This method is more sustainable and effective than an engineering-based one, and can be applied to sustainable planning and management in flood-prone urban areas.
This study aims to develop the Masan bay special management system of the point and nonpoint sources of pollution using GIS as part of the Integrated Management System of the Masan Bay Special Management Area and utilize Total Pollution Loads Management System in Masan Bay more systematically and scientifically. The result of the pollution sources management at the Masan bay in conjunction with GIS was made possible the comparison of the source of pollution and the pollutant load among each administration area. It also developed Arc-GIS watershed management program which enables to estimate the population for discharge facilities, the water use of domestic population and commercial population, and pollutant load and discharge load of COD, TN and TP by the administration areas, years, and usages. In addition, this study anticipated minimizing temporal, economical efforts in utilizing large amounts of property and space utilization data and expediting the decision making process of policies in relation to the systematic and effective management system of pollutant loads at the Masan bay area. Further studies are required to plan the systematic management of the point and nonpoint sources of pollution and complement the watershed management system using GIS program for pollutant load which enables to predict the current and future state of point and nonpoint sources.
Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.
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