• Title/Summary/Keyword: Experience Architecture

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Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo (체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로)

  • Ha, Ji-Young;Lee, Seung-Hyun;Kim, Deok-Hyeon
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.161-184
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    • 2014
  • The dramatic rise of experience space using cultural heritage in modern architecture has been generally acknowledged in recent literature. The present study aims to investigate effective ways to enhance competitiveness in local experience space, with an emphasis on the use of cultural heritage in modern architecture. Using the case of the Sam-Rae Arts Village in Wanju-gun, Jeollabuk, this study analyzes the characteristics of the 4Es in experience economy theory. In order to arrive at findings that represent the variety of perspectives found in this context, qualitative interviews were conducted with three groups: public officials, maintenance staff in the experience center, and field experts. The results of this study revealed that the Visual Media Art Museum and Book Wooks were used for entertainment, the Corpentry Shop for education, the Book Museum for escapism, and the Design Museum Culture $Caf{\acute{e}}$ The O's for aestheticism. Additionally, depending on the commercial potential of the respective experience space, the Corpentry Shop, Book Wooks, and the Culture $Caf{\acute{e}}$ The O's were used for profit purposes while the Design Museum and the Visual Media Art Museum for non-profit. Based on the findings of the present study, effective ways to enhance competitiveness in the local experience space are suggested. First, the public nature of cultural enjoyment may be realized in a field that bears non-profit characteristics. In exhibiting works, the experience space could suggest the extra demonstration. Second, in the for-profit experience hall, the securing of tourists may help to maximize profit. In so doing, a variety of experience programs and activity spaces could be provided internally, while advertisement marketing through mobile and SNS could be reinforced externally.

Roles and Direction of User Experience Design (UX 디자인 업무 역할 및 방향성에 관한 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.521-525
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    • 2010
  • UX (User Experience) Design was an interdisciplinary approach in humanities, engineering, science and design. We classified the roles of user experience; requirement analysis which are user research, constraints analysis and direction analysis, concept design, information architecture, physical UI, graphical UI, sound UI, Olfactory UI, prototype, evaluation, launch, localization, and knowledge management/UI DB. User research methods were classified by the relation of designer, user, and product/service. We reviewed three issues of UX design; complexity management, efficiency management, and mapping management.

Conceptual Shift of Wilderness and Its Aesthetics - A Perspective on the Contradictory View of Nature in Landscape Architecture Tradition - (황야에 대한 인식과 미적 경험의 변화 - 조경의 이중적 자연관과 그 모순 -)

  • Pae Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.1 s.114
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    • pp.59-68
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    • 2006
  • This paper examines the conceptual shift of wilderness and its legacy to the contradictory view of nature in landscape architecture tradition. In hunting and gathering societies, there was no dichotomy between the cultivated environment and wilderness. 'Wilderness' is a word whose first usage marks the transition from a hunting-gathering economy to an agricultural society. We can identify two archetypal responses to wilderness: classical and romantic. In the classical perspective, wilderness is something to be feared-an area of waste and desolation. The conquest of wilderness and the creation of usable places is a mark of civilization. For the romantics, in contrast, untouched wilderness has the greatest significance; it has a purity that human contact tends to sully and degrade. Wilderness for the romantics is a place to revere, a place of deep spiritual significance, and an object of aesthetic experience. In the Western world, the classical position predominated until the last two hundred years when the romantic concept began to gain more ground. The shift was made possible by the change in the way nature is understood. Modernity and modern science objectified nature. The transition of the concept of wilderness exemplifies the objectification and pictorialization of nature. Wilderness in the modern era is not different from the pastoral landscape which can be controlled by landscape architects.

A Study on the Conduct and Development of Experience Program according to Recreating Village Project by the Inhabitants Participation - Focused on the Chungju Mokge Village - (주민참여에 의한 마을가꾸기 사업에 따른 체험프로그램 개발과 운영에 관한 연구 -충주 목계 문화·역사마을을 중심으로 -)

  • Kim, Seung-Geun
    • Journal of the Korean Institute of Rural Architecture
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    • v.11 no.4
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    • pp.35-42
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    • 2009
  • The aim of this study is to provide the conduct and development of the experience program according to recreating village project by the inhabitants participation on the culture and historical villages resources. The conduct and development of the experienced program according to recreating village project by the inhabitants participation is that should be developed step by step the experienced program. The result of this study are summarized as follows; firstly, the experienced program of the village is typical exchange program. secondly, the inhabitants participation is necessary on the experienced program, and the planning program that the improved residential quality life. thirdly, the experienced program will be represent to the attributes. lastly, the experienced program is the important that the village's leaders of all competences. Therefore, the experienced program must be able to take advantage of the residents and to develop of the better programs.

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Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

A study on Disaster Anxiety scale consideration the safety vulnerable group (안전 취약계층을 배려하는 재난 불안척도에 관한 연구)

  • Moon, Yu Mi;Han, Kyung Bo
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.15-29
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    • 2017
  • In changes of social environment, change of the use of land due to the change of residence type, industry and urban structure is an influential factor to safety vulnerable social group. From PTSD from disaster experience point of view, experience of disaster, damage from disaster, witness of disaster make people experience anxiety and confusion, increase the anxiety toward disaster and lead to difficulty in daily lives. As for the result of analyzing anxiety factors regarding disaster damage potential composed of 20 items of safety manager, damage potential of sink hole which recently rapidly increased was the highest, and followed by anxiety from safety damage potential of family, anxiety from phone call damage. Likewise, if the anxiety toward disaster damage potential is digitized, it contributes to setting safety management planning for disaster prevention as it visualizes the risk.

A Study on Characteristics of Eclectic Expression in contemporary Architecture (현대건축의 절충적 표현특성에 관한 연구)

  • 배준현;전명현
    • Korean Institute of Interior Design Journal
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    • no.17
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    • pp.166-172
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    • 1998
  • Eclecticism had begun at 1820's and ended at the beginning of the 20c quoted historic and contemporary architecture. This trend is considered with architectural quotation and the meaning has the same text of the eclectic trend of Postmodernism, This study focuse on eclectic characteristics and have purposes of theoretical approaching to and formal analyzing to Contemporary Architecture. And it will be necessary to construct contemporary built environment for diversity of form Because expression of Architectural form by ecleticism is a method without experience designers can take architectural language by indirect experience of another worlds' architectural styles. Architectural form of Ecleticism has to be expressed by designer's own analysis when take a normal identity by creative principal of form-composition it will be a methodology of form composition and a prope necessity.

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Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design - (가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 -)

  • Deng, Bei-Jia;Kim, Young-Hun;Cao, Lin-Sen;Heo, Sang-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.71-80
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    • 2019
  • The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.