• Title/Summary/Keyword: Experiential Space

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The Cognitive Ecological Characteristics in Folded Space and Their Effects (폴드공간의 인지생태론적 특성과 그 효과)

  • Kim Joomi
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.181-190
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    • 2005
  • In accordance with the rapid growth of digital media in 1990s, the state of indetermination that is found in digital process has been emphasized in the field of natural science and philosophy. Digitalized space design has been dramatically developed and it raised heated debate and comment on 'folded space' The purpose of this thesis is to explore how the cognitive-ecological factors constitute fold structures in space design of the late 20th century. Syntax of space structure and geometric composition were analyzed to define what types of cognitive-ecological factors are contrived in the process of visual information. In particular, I put higher theoretical emphasis on what characteristics are ensued in the process of structuring spaces than any other subjects. Through theses analyses and discussions, I raised questions on what principles are operating to create new space design that counts on non-linear structure and its formational process. And I also observed what influences these structural principles of design could fundamentally bring to human beings. First, I proposed that we could overcome reductionist space design through cognitive-ecological approach. Some key concepts such as affordance, parallel processing, and redundancy were adopted as defining elements of non-linear structures. As a result of analyses, I found that the cognitive-ecological approach could substitute the reductionist space design of the past. What is also found is that the three variables are the ultimate ecological elements. In addition, as a methodological concept of fold structures, the form of 'topology' was highlighted because it could be a supporting idea to the cognitive-ecological factors. Second, I claimed that non-linear design is more experiential than rational linear design, and it is more efficiently correspondent to human being than any other forms. What is intended and implied in non-linear structure is also indicated.

A Study on the Design Guidelines of Healing Landscape in Housing Complexes (공동주택에서 치유조경계획을 위한 가이드라인 연구)

  • Chun, Hyunwoo;Lee, Shiyoung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.26-37
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    • 2016
  • As activities and convenience of residents in outdoor spaces in apartment houses have been considered important, strategies for making outdoor spaces in apartment houses healing spaces have emerged as a major interest. The purpose of this study is to draw elements for planning healing to create healing spaces in collective housing areas and to present design guidelines. The findings of this study are as follows. Functional elements of a healing environment were classified into safe environment, therapeutic environment, ancillary environment, orientation-reinforcing environment, amenities, and social environment. Outdoor spaces in collective housing areas were divided into collective housing entrance areas, internal and external spread areas, outdoor activity areas, and areas by theme. First, collective housing entrance areas should be planned in such a manner that residents can feel the area is private and easy to recognize. Second, internal and external spread areas should be planned in such a manner that they are easy to access and communicate with neighbors. Third, outdoor activity areas should be divided into an open space, resting space, playing space, and sports space. Open spaces should be planned in such a manner that they can command a fine view and respect the privacy of nearby residents. Resting spaces should be equipped with a shelter that protects users from direct sunlight, rain, and snow as well as include a movable bench. Playing spaces should be built considering development of children's curiosity, adventurous spirit, character, stimulation, and physical health. Playing spaces should be designed in such a manner that roadways and sidewalks can be separated for safe traffic. Sport spaces should be planned in such a manner that they can be associated with a pavilion and trail that provide residents with an opportunity to communicate with each other and rest. Fourth, spaces by theme are classified into sense garden, therapeutic garden, experiential garden, and learning garden. Sense gardens are a small garden based on the five senses. Sense gardens should be designed in such a manner that they can improve users' mental and physical health through programs that stimulate the sense of sight, auditory sense, and olfactory sense. Therapeutic gardens should be designed in such a manner that they can provide a comfortable and relaxing space by minimizing noise. It is advisable for therapeutic gardens to be equipped with a medicinal herb garden, meditation garden, and sense garden. Experiential and learning gardens should be designed in such a manner that they can provide users with a space in which they can enjoy nature and leisure activities. It is advisable for experiential and learning gardens to be equipped with a tea garden, vegetable garden, and camping garden. Healing programs should be designed in such a manner that users can feel relaxed by providing a healing environment, making the most of the natural environment. Further research on evaluating whether the findings of this study are effective in healing in a qualitative and quantitative manner is needed.

A Study on the Creation Rural Experience Village Reflecting the Travel trends of the Post-Corona - A Case of Wi-bong Village in Jeollabuk-do - (포스트 코로나 시대 관광 트렌드를 반영한 농촌체험마을 조성방안 연구 - 전라북도 완주군 소양면 위봉마을을 사례로 -)

  • An, Phil-Gyun;Eom, Seong-Jun;Cho, Suk-Yeong;Kim, Sang-Bum
    • Journal of Korean Society of Rural Planning
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    • v.26 no.4
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    • pp.27-39
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    • 2020
  • With the COVID-19 pandemic, the global economy has stagnated and our daily lives have changed. The rural economy is also experiencing damage, such as an average of 65% or more decrease in the number of visitors to rural experience resort villages due to the spread of COVID-19. In order to minimize the damage arising from the prolonged coronavirus, a hospitality system in response to changes in rural tourism behavior and consumer demand is needed to revitalize rural areas and maintain continuous economic independence. Therefore, this study attempted to find ways to utilize landscape resources such as education, culture, history, and ecology in order to complement the existing experience programs in connection with local resources and local environment. Wibong Village, which is the subject of the study, attempted to revitalize the village using the resources through the "Creative village creation" project in 2015. Due to poor management of historical resources, difficulty in operating experience programs, and response to changes in the natural environment, the rate of implementation of the project plan was very low. Currently, the demand for experience is also decreasing due to the COVID-19 effect, so it was judged that it was necessary to develop an experience village program suitable for the needs of experienced visitors by discovering additional local resources for the continuous operation of the experience village. In order to solve the problem of the use of landscape resources and the spatial composition of the study site, additional investigations of local resources were made, and an experience program course that could be operated by theme was proposed by configuring a space suitable for the use of landscape resources. By dividing the additionally investigated landscape resources into history, ecology, and region, an experiential course was created to separate the traffic lines, and the space composition for large-scale experienced visitors that had been previously operated was constructed in a form suitable for the post-corona era. In addition, at least two experiential tour courses that can be operated by period were proposed to maintain economic effects. Starting with this study, if further research on the creation and spatial composition of a rural experience village centered on the connection with the region, it will be used as research results that can be referenced in projects such as village creation, rural space planning, and living area analysis. It is expected that it will be able to effectively cope with the construction of a rural area suitable for the post-corona era, where demand is expected to increase in the future.

A Case Study of Correlation Analysis Between Fashion Brand Image and Store Space Image - Focusing on Luxury Fashion Flagship Store - (패션 브랜드 이미지와 매장 공간 이미지의 상관관계 사례 연구 - 럭셔리 패션 플래그쉽 스토어를 중심으로 -)

  • Kim, Na-yeon;Lee, Hyun-soo
    • Korean Institute of Interior Design Journal
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    • v.25 no.4
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    • pp.135-146
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    • 2016
  • The purpose of this study is to analyze the correlation between fashion brand image and store space image. To investigate this study further, one of the luxury fashion brands was selected for a case study and surveys were conducted to 200 participants. This study evaluates the factors of fashion brand images that customers associate with a brand before stepping inside the flagship store. Also it analyzes the factors of store space image after the experience of the flagship store. As a result of the correlation analysis based on quantitative statistic measures, the fashion brand image and store space image coincided highest with extraordinary, young and strong characteristics. According to the space elements of the flagship store, the relationship of the brand image with the store image was investigated. As a result of analysis, customers felt the high correlation with the facade among the architectural elements of flagship store. This resulted in that customers consider that the black box of the facade represents originality of this fashion brand as a concept of spatial elements. As a practical implication, companies should understand that the architectural design is a very crucial component in designing the flagship store, as it gives customers their first impression about a brand. The brand image is required to be integrated through the exterior design of the store. The final conclusion of this study shows that the flagship store provides a space where you can experience the corporate value and brand through the space of brand experience and share an emotional image created by the brand as well.

A Study on the Synesthesia according to place and materials - Focused on the Peter Zumthor's works - (장소성과 물성에 의한 공감각 연구 - 피터 줌터의 작품을 중심으로 -)

  • Koo, Man-Jae;Lee, Jung-Wook
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.11-21
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    • 2013
  • The development of modern industry and the production of new materials of architecture have recognized as an important aspect. This study intended to discuss about the meaning of main elements of the architecture materials, its implications for properties, and, highlighted meaning of the properties of modern interior design. The purpose of this study is to analyze the case studies of Place and Physical materials of synaesthesia of modern architecture as well as modern architecture is not only concentrated in the visual aspect but also the larger ramifications of sensory. Synesthesia in architectural space can be called experiential existence that built in the space of human perception and based on the human emotion that targeted by physical architectural space. Accordingly, these case studies are to consider about how the materials being passed by any effect in a modern interior space presented, In order to find the essential meaning in modern interior space, this studies focused on Swiss architect Peter Zumthor's cases. Following analyze of Peter Zumthor's place of architectural space and materials, this study structured by the six kinds of synesthesia characters. First, time and remember to infer changes, Second, traditional and regional ingredients involve the substitution of one empirical space, Third, non-materiality through the neutralization, Fourth, auditory memory through the embodiment of everydayness, Fifth, trail through the sense of smell for the presence, Sixth, the relationship of natural and industrial products. Peter Zumthor's characteristics of these works are result of factors on the synesthetic relationship with the human response to architecture, the five senses, memories, experiences, and temperature. Also it is a synesthetic result of all human emotion to clarify of the architecture materials and non-material mediums by which light by a compound.

A Study on the Evolutionary Aspects of Place Image Strategies through the Marketing Paradigm (마케팅패러다임에 의한 장소이미지 전략의 진화양상 연구)

  • Lee, Young-Soo;Park, Kyoung-Ah
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.33-42
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    • 2011
  • This study, by applying the experiential and psychological thought category of "impression" as the space design strategy for drawing out "sensitivity," aims to break down the psychological mechanism forming the image held by the subject, and based on such segmentation, seek and strategize an effective design methodology. The subject's memory, pure sensation, and movement sensation are set as the preceding determinants comprising the psychological mechanism of space impression. The control determinants for achieving activation of psychological effect are reinterpreted as the relations of memory-cognition, sensation-perception, and movement-sensation and categorized into a cognitive strategy based on association, metaphor and remembrance; a direct sensation strategy based on formation, superposition and transposition of sensation; and a sensation strategy of process-formation based on expectation organization and reversal, contraction and relaxation. Each strategy is achieved through the formal, material and structural control of architecture. As a restructuring of the design methodology that has been experientially applied, the strategy categorization is important in that, by presenting the usefulness and effect by strategy according to space experience, it makes concrete the basic data that are useful for designing experience of sensitivity.

A Study on the Spatial Characteristics in the Tectonic of the Barcelona Pavilion (바로셀로나 파빌리온의 구축적 공간 특성에 관한 연구)

  • 양재혁
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.19-26
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    • 2002
  • This study analyzed the characteristics of spatial expression in the Barcelona Pavilion to be based on tectonics. Mies pointed out the image of materiality about the material rather than the process of tectonics using the material, and he also expressed demateriality in the image of each material through the reflection. To be liberated from structural matters, the wall has been introduced. He intended to show the design plan as the independent structural system, however, the wall actually seems to be supporting the roof that shows rather clearly self-contradictory because of the expression of materiality in the material. In terms of architectural elements; wall, roof, column, floor, and so forth, tectonic expression and abstract aesthetics stands face to face, because of hiding the productional process and transforming to line and surface in the image of materiality. The interior of the glass wall seems fairly closed space from the exterior, because materiality and reflection of materials of columns and podium. The character of experiential space is inconsistent and fragmentary because of the splendid images from maternality and reflection on the wall, and collision with the reality and the image the wall reflects, even though the geometrical space of the Pavilion's plan has the mutual penetrability and organic character.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

A Study on Plan Structure Types and Characteristics of Wall Formation in Art Museum Exhibition Spaces

  • Lee, Jong-Sook
    • Architectural research
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    • v.13 no.3
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    • pp.3-10
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    • 2011
  • The Characteristics of space are determined by several factors; however, the element that determines the physical characteristic of floors, walls, and ceiling is the structure. This study constructs a wall to analyze the direct effect that the layout of an exhibition wall has on the element of the wall followed by the structural process and visibility of descriptive analysis and examples of art museums that the shift from a perceptional wall to an experiential wall affected circulation. For elements and formation methods of the wall, first, it is made up of open and closed type exhibition spaces, and it can give abundance in qualitative space rather than a quantitative aspect. Secondly, the directivity of space changes according to the development of the visible axis, thus, directly affects the change in visibility. Thirdly, the difference between spatial structure and visual structure is the difference between the visual axis and spatial structure. The wall formation type followed by the combination method, the simple visible structure, which is the type that possesses the simple combination (Room, Zone, Cluster), repeatedly uses the same size of units of space that is orderly and has few spatial axes and the classification of simple type and simple cluster type, which has few visible axes, also exists. Also, with the complex structure of the maze type it displays the reiterated form of the cluster, which is the space with disorderly combination and has much visible axes and spatial axes. Also, these can be divided into three types: 1) Maze Cluster Type, 2) Cross Road Type, and 3) Open Flexible Type. These wall types lead the various changes in circulation, and even each of the arrangement qualities of the exhibitions should be researched according to its exhibition place type.

A Study on the Architectural Planning of Living Space Composition in Youth Hostel (유스호스텔의 숙박공간 구성에 관한 연구)

  • Lee, Seung Hyun;Lee, Dong suk;Youn, Chung Yeul
    • Journal of the Korean Institute of Rural Architecture
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    • v.10 no.3
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    • pp.51-58
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    • 2008
  • The Youth Hostel in Korea, differently from that of other countries, has been introduced in order to attract School Excursion Group, and was developed as one of Youth Training Facilities. Youth Hostel as Youth Training Facility can be utilized as a healthy experiential space for youth education, as a stage for an international interchange, as a field for the lifelong education of various classes, and is also the Lodging Accommodation which is now highly appearing of the demand as a safe and educational lodging place to both individuals and family-unit tourists. The Purpose of this Research is aimed to provide the necessary fundamental materials to the planned forthcoming future Youth Hostel, after grasping of such present status as well as its structure and composition of space and spacial characteristic. Since Youth Hostel in Korea is managing on the center of the basis for youths and other groups, in order to compute the proper heads, it is required the scale-level which can accommodate all students in One-Unit Grade of a school at minimum. Accordingly, it seems that must be equipped with accommodating capacity of more than 300~400 persons. As because of recent quality-improvement in the portion of Youth Hostel Lodging, it is under planning with containing of the Sanitary Space at inside of lodging room, and Self-Cooking Space as well. In compliance with such various particulars, it looks that the lodging area should be at least more than $3.5m^2$ per a person.

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