• Title/Summary/Keyword: Emotional Space Design

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A Study on Space Education Environment Changes due to the Fusion of Creative Education (창의적 융합교육에 의한 교육환경 공간 변화에 관한 연구 - 창의성 촉발의 탈중심적 및 사건적 공간을 중심으로 -)

  • Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.14 no.2
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    • pp.12-25
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    • 2015
  • This study is currently presenting a creative education policy through the new 2015 revised curriculum and the Free semester system of Middle School as part of the education policy reform in the government-led, high freedom grade in each regional school board first, emotional schools, friendly school, campus type schools, etc. with creative thinking and improve students' autonomous judgment with the psychological and political reasons meant to provide amusement and certainty of their career choice. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. The purpose of this study was to extract the linkage to produce creative educational environment that is generated through the philosophical thinking of the historical and psychological analysis of creativity with a human being. Future school construction has a future-oriented task should create a creative learning space in the center of the member schools. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. Therefore Philosophical Thinking Creative School of members through the grounds centric collaboration focused on convergence enemy curriculum and school creative autonomy of operation which is central educational environment, that is diversified assistance as an attribute of the environment, space, space, flexible outdoor space, linking enemy center space, different types and sizes of the space case situation, the open space and spatial fusion can be seen the configuration doeeojim with different training space element.

The Analysis of Communication Invigorating Element in the Play Spaces of Apartments - Focused on the Cases in Suncheon City - (아파트 놀이공간의 커뮤니케이션 활성화 요소 분석 - 전라남도 순천시 사례를 중심으로 -)

  • Yun, Yeo-Ran;Moon, Jeong-Min
    • Journal of the Korean housing association
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    • v.26 no.3
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    • pp.25-32
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    • 2015
  • Apartment complex has become the major residental type of the urban structure. apartment complex has started to equip various subsidiary welfare facilities recently. environmental planning for play space has especially been important due to the growing attention over children's emotional development. In this study, arrangement types for play spaces in apartments to invigorate communication had been analyzed focusing on physical environment. based on previous studies, the arrangement of subsidiary welfare facilities can be categorized into dispersal type, concentrative type, affiliated type, and affiliated concentration type, and the elements to invigorate communication consist of circulative elements which contain location of play space and affiliated facility, visual elements which contain visual openness, and social elements which draw arrangement types of benches. the result of the analysis devide the arrangement type into concentrative type, affiliated type, and affiliated concentration type. referring to the location of play space, the first, if it is situated outside of apartment complex, theme-centered play space can be equipped to invigorate communication, the second, if it is situated in the center of the complex or outside of the apartment complex, low fence can be applied for free sight, and the last, straight type of bench arrangement should be used in big scale play space, aspectant type and gazebo type of the arrangement can be situated only outside of complex. This research could serve as a baseline of physical environment analysis to invigorate communication for play space in apartment complex.

A Study on the Design Concept for the Brand Identity Communication of the Housing Cultural Center (주택문화관에서 브랜드 아이덴티티 전달을 위한 디자인 방향 연구)

  • Park, Ji-Min;Yoon, Chung-Sook
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.11a
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    • pp.203-208
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    • 2008
  • The purpose of this study was to propose the design concept for the brand identity communication of the housing cultural center. The case studies, case of two flagship stores and two housing cultural centers, were used in this study for analyzing each case‘s characteristics, brand identity components and design components. As the result of this study, there are differences between the flagship stores and housing cultural centers. The major differences are as follows. First, the flagship stores offer variety of experiences in the store so people can enjoy a lot of unexpected programs whereas the housing cultural centers do not have ones. Second, the flagship stores have dramatic facades so that people want to enter the space even though they do not need to buy anything. However, the housing cultural centers do not have any exciting elements in the facade even most of them are located in the downtown. Moreover, people can have a lot of visual and emotional experiences in the flagship stores from unique merchandising display, changeable wallpapers, movable walls, etc. In other words, designers who are in charge of housing cultural centers should consider carefully to design both interior and facade. Also, company should invest their efforts to make better housing cultural centers because they are the best way to express their own brand identity.

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Study on the motion acting in the game character animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang, Kil-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.273-278
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    • 2006
  • In the virtual space in which human imagination exists, a great deal of games and animation contents have been developed and shown. Games and animations are performing a role as an unrealistic representative, and creating abundant virtual culture with variety of human life. A representative, that is, a main character is being completed with external design, unique personality and ability, and action in the story. This study is expecting that a game character might develop into motion acting for emotional situation from the simple action. As giving a game character a role as a medium to express various circumstances and emotions, choosing motions from a pantomimist and applying them to 3D character, and expressed according to the motion acting. Motion acting is extended from the basic motion into the emotional phases such as joy, anger, sorrow and pleasure. The motion acting expressed from various viewpoints is suggested, as communicating clear message through emotional acting contrary to the symbolic language.

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The study on immaterial role of traditional furniture

  • Lee, Dae-Woo;Moon, Dae-Sung
    • Journal of the Korea Furniture Society
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    • v.21 no.6
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    • pp.439-448
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    • 2010
  • Furniture world which is closely associated with human life had been constantly developed, but traditional furniture disappeared after modernization almost. The reason lies rather in the importance of the diversity of Western-style furniture pursuing convenience and shapes, than in change of life style meanwhile. The diversity however reached the limit and it made a new advanced role of not only furniture, also design sector in general necessary, and as solution to solve this problem the immaterial value based on Eastern philosophy/mental was suggested in architecture and all around design sector overall as well. It means that the immaterial point which traditional furniture involved should be focused now and furthermore it's emotional and mental value which is more natural and has close relation with human being accordingly could be judged rightly. The reason why traditional furniture had been used since long time is the immaterial tendency which is well harmonized with the surrounding environment rather than the function. To verify this, the present study aimed to analyze not only the basic, also additional function of traditional furniture used in Hanok (traditional Koran-style house) by the inductive method for investigating the additional effects which users felt. Such immaterial role offers the user more convenience besides the original function of furniture and this made it available that furniture dominates the space. As good examples of such roles it was investigated that traditional furniture played meaningful roles like extensional serviceability, variable space, formation & movement of space, expression of grade of rank. That allowed that this study suggested the sustainable design and also the direction of development of interactive function of furniture through the expected effect having been showed in the modern space where the immaterial role of traditional furniture was applied to and the related cases.

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A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

Senior Citizens' Image Preference for Interior Design Styles (실내디자인 스타일에 대한 노인들의 선호이미지 연구)

  • Seo, Min-Woo;Jeong, Yoo-Na
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.109-120
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    • 2012
  • As Korea has rapidly entered the aging society, the Korean government and academia are currently undergoing many researches on senior citizens. There also has been an increase in senior citizens' awareness on the importance of spatial designs that reflect the newly emerged needs brought out by their psychological and emotional changes as well as their physical aspects. Therefore, the purpose of this research is to propose a model for senior citizens' image preference to be adopted in future developments for senior-friendly spatial designs. A literature review and a questionnaire survey were implemented as research methods. The questionnaire survey was conducted at two senior welfare centers located in Seoul and Ansan and two disparate senior colleges, on the subjects of 86 senior citizens aged 60 and older. 7 styles of Romantic, Classic, Country, Modern, Natural, Casual, and Traditional were chosen for the study and the realms to apply the image preference were divided into Space, Element1 and Element2. For Space, its subcategories have been restricted to living room and bedroom while color, furniture and lighting for Element1 and material, pattern and props for Element2. Survey results were statistically analyzed for the correlation among socio-demographic factors of senior citizens, spaces and the elements. The study result showed that older age and men tended to prefer the modern style than younger age or women, and younger women preferred the romantic style. For the color preference in Element1, older men preferred the classic style while women preferred the romantic style. And, for the furniture preference, men with higher income preferred the natural style while women preferred the romantic style. For the pattern preference in Element2, younger people preferred the casual style and it showed that the housing type was the main reason for their preferences. Therefore, the image preference according to their age and gender shall be taken account of as the most important factors when designing environments for senior citizens.

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Prefrontal alpha EEG Asymmetry and Interior Color Affect Based on Types of Behavioral and Affective System (행동·감정체계 유형에 따른 전전두엽 알파파 비대칭 특성 및 실내공간 색채감정)

  • Ha, Ji-Min;Park, Soobeen
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.9
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    • pp.55-66
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    • 2018
  • This study aims to propose color affective model of indoor space by evaluating subjects' physiological responses according to the types of behavioral and affective system. 99 subjects(44 females, 55 males) in their 20s, who had no disorders in visual perception, participated in the experiment. To categorize the subjects based on behavioral and affective system, BAS/BIS scale and Affective scale were used. Color stimuli were composed of five basic colors and three tones: vivid, pale and dull tone of R, Y, G, B, P. For physiological experiment, right and left prefrontal alpha activity was measured to analyze prefrontal EEG asymmetry. Participants were exposed to fifteen color stimuli for 20 seconds each other under the positive and negative emotional condition in a research room with the natural light blocked. The results and conclusion of this study are as follows. Along with factors of behavioral and affective system, cluster analysis was carried out and four types were classified. Type A had high BAS sensitivity, especially high 'drive' trait, and showed high levels of 'anxiety' and 'anger'. Type B had low BAS sensitivity, especially low 'fun seeking' and low 'drive' trait, and showed low levels of 'anxiety' as well as low levels of 'happiness'. Type C had low BIS sensitivity and showed high levels of 'happiness' and low levels of 'sadness'. Type D had high BIS sensitivity and showed high levels of 'lethargy' and 'sadness'. As a result of EEG signal analysis of color stimuli, Type B, Type C, and Type D showed significant differences in prefrontal alpha asymmetry under the negative emotional stimuli. Type B showed more left prefrontal activation in the spaces with pale R and dull G. Type C showed more left prefrontal activation in the spaces with vivid Y and B, pale R, and dull R, G, P. Type D showed more left prefrontal activation in the spaces with vivid Y and P, pale R, Y, P, and dull R, Y, G, B, P. The group of high BAS sensitivity was not influenced by color stimuli under the emotional conditions, whereas the group of high BIS sensitivity was affected by color stimuli under the negative emotional conditions. They showed left prefrontal activation when they were exposed the spaces with vivid, pale, dull tones of Y and P wall.

Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.274-284
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    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.