• Title/Summary/Keyword: Internet Plazas

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A Study on Classification and Preference of Physical Features in Front Plaza of Department Store (백화점 전면광장의 물리적 특성 유형화 및 선호도 연구)

  • 정용문;김중재;변재상
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.3
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    • pp.91-105
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    • 2004
  • Recently the function of a department store has changed to the concept of a multi-functional center because of the alternative stores such as discount stores, home shopping, and internet shopping. This means that the front plaza of a department store is not a personal or private space any more, but a public space. This study focuses on the special character of public space through the classification and preference types of department store front plazas. The major results of this study can be summarized as follows: (1) Components of front plaza of department store are classified by three factors. The first factor, named "space limit", has 14 elements ; the second, named "space decoration" has 16 elements ; third, named "activity", has 2 elements. The first preferred element is easily- used and easily- serviced wide space. The second preferred element is the equipment that is placed linearly along the street. The third preferred element is cultural events. (2) The comparison between the frequency and preference shows that the plazas could not satisfy the user-needs. (3) Preference factors of front plazas were examined to three characters such as familiarity, peculiarity, and openness. Familiarity, peculiarity, openness have a positive correlation in all types. Peculiarity especially influences the other two space - preference factors.

An Ethnographic Study on Cyber-Delinquency among Adolescents (게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구)

  • Sung, Yun Sook;Lee, So Hee
    • Korean Journal of Child Studies
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    • v.24 no.3
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    • pp.109-134
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    • 2003
  • Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

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A Study on the Expressional Characteristics of Spaces in Bookstores based on Users' Experiences (이용자 체험에 따른 서점 공간의 표현특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.25 no.5
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    • pp.103-110
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    • 2016
  • In recent years, as selling books on the internet becomes popular, the number of off-line bookstores are rapidly dwindling away. This change on the book market requires, the function and space of the bookstores should be defined again. Now bookstores are the places of experiences on cultures, world-views, and lifestyles around books. The study examines six large bookstores and finds three strategies of space expression as follow. First, Dominicanen bookstore in Maastricht which was built as a church has an expression which contrasts the old and the new as well as the sacred and the profane. Fangsuo bookstore in Chengdu creates a modern underground Sutra Depository. Here, people experience history and religion. Second, Cook & Book in Brussels has nine theme areas, each with a different selection of books, different interior decoration and special food and beverage like a theme park. Zhongshu bookshop in Shanghai has a lattice of nine reading rooms in which each unique design theme is characterized based on each book subject. Third, Cultura Bookstore in Sao Paulo is created to support social interchange. It leads people to the enormous plaza of books where people read books freely and participate in workshops, movies and all kinds of events. Daikanyama Tsutaya Books in Tokyo is composed of three white box-form pavilions which are connected by a 55-meter long aisle, called a magazine street. People walk along the street and choose concierge services as they browse magazines and books. The study finds out three strategies of design in current large bookstores to promote place-experience, which are the story-telling of history and culture, the design of theme parks, and openness for public mingling like plazas and streets. Thus, the study suggests a new paradigm in the design of bookstores in this internet age.

A Study on the Activation Way for Citizens to Participate in Police administration - Centering on PCRM Utilization - (경찰행정의 시민참여 활성화방안에 관한 연구 - PCRM활용을 중심으로 -)

  • Lee, Jong-Yup;Lee, Seung-Chal
    • Korean Security Journal
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    • no.16
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    • pp.283-304
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    • 2008
  • The development of IT technology help citizens demand information and public services through internet that they want, and the changes also help the government converge public opinions and become important measures for citizens to participate in deciding governmental policies. So, this thesis makes an overture of a possibility for utilizing PCRM, a way for citizens to participate in Police Administration, by utilizing IT technologies in which everybody can participate without difficulty. The utilization ways are, on a large scale, classified with a macroscopic aspect and microscopic aspect. One of the macroscopic aspects is, first, the consideration of access to services and convenience in utilization. Second, services should have a both-sidedproperty. Ultimately, citizens'participation should have a positive mutual participation level. One of the microscopic aspects is, first, that the police organizations have to establish a strategy to analyze and fractionate customers. Second, the police organizations have to make an effort to develop policy services and P.R strategies. Third, police organizations have to make an effort to manage customers. Fourth, police organizations have to execute customer management in general. So, all of the police organizations have to maintain unity, to some extent, about citizen participation plazas. In addition, at the same time, consciousness aspects have to be accompanied for the reasonable utilization of PCRM. Citizens have to cultivate citizen consciousness, ownership consciousness for society, and positive participation consciousness to solve social problems.

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A Study on Design Characteristics of Korean War Memorials in the United States (한국전쟁 메모리얼의 설계요소에 나타난 기념성)

  • Lee, Sang-Suk
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.1
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    • pp.12-24
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    • 2010
  • The purpose of this study was to analyze design characteristics of Korean War Memorials(KWM) in the United States(KWMUS). Through site survey and internet searching, the researcher selected 25 KWMUS and analyzed four analysis categories: design concept, spatial form, landscape details, and sculptures. The results are as follows: 1. The analysis revealed that main concepts of KWMUS were to cherish victims of the Korean War, show membership/locality/patriotism, express feelings and the meaning of war, and explain the Korean War realistically and symbolically. 2. Most KWMUS in memorial parks and plazas were designed to pursue the completion of each memorial assuming the form of typical and symmetrical circles and squares. Also, spatial order including spatial sequence was seen in some of KWMUS. 3. Stone walls, stone monument, flags, emblems and paving were used as main landscape details. The map of the Korean peninsula and Taegeuk were often introduced to symbolize Korea and the Korean War, and the symbolic phrase, 'Forgotten War' or 'Freedom is Not Free' were written on the stone to keep the Korean War in the minds of Americans. 4. Sculptures were used as important media to represent the Korean War in a variety of ways. Most of them were formed realistically, except for a few sculptures that aimed to represent the Korean War symbolically and narratively. In particular, the sculptures in Washington D.C. KWVM and Minnesota KWM were remarkable as symbolic media of war memorials in contemporary society. Further study will be required to analyze comparatively KWM in Korea and the U.S. and to understand characteristics of KWM in the point of design style.

A Study on Commemoration Characteristics of Vietnam War Memorials in the United States of America (미국에 있는 베트남전쟁 메모리얼에 나타난 기념성)

  • Lee, Sang-Seok
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.1
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    • pp.1-15
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    • 2015
  • The purpose of this study was to analyze the commemoration characteristics of Vietnam War Memorials(VWM) in the United States(VWMUS). Through site survey and internet research, the researcher selected 87 VWMUS except monuments simply with markers, and analyzed 5 analysis items: design concepts, spatial characteristics, landscape details, sculptures, and interpretive texts and symbols. The results are as follows: 1. The analysis revealed that the main concepts of VWMUS were to cherish victims of the Vietnam War(85 sites (97.7%)), show veteran's dedication for country(85 sites(97.7%)), and publicize the contribution of groups by troop, regional, and membership(84 sites(96.6%)). 2. Most VWMUS were located in memorial parks and plazas. 59 memorials(67.8%) were designed to pursue the completion of each memorial assuming the form of symmetry and circles. On the other hand, 12 memorials(13.8%) were typed memorial walls and 11 memorials(12.6%) were formed by spatial sequence including various landscape details and grading. 3. Stone walls were mainly used to cherish victims of the War at 65 memorials(74.7%), and also, Flags like the Stars and Stripes, POW MIA flags, and state flags were hoisted to symbolize memorial's identity at all memorials. Additionally, Benches, monuments, markers, posts and columns, ponds and channels, Helicopters were partially introduced some memorials. 4. Sculptures were used 21 memorials(24.1%) which were smaller in numbers than other War Memorial in the U.S.A., for black stonewall were used for the main element of VWMUS. Except for a few sculptures that aimed to represent the Vietnam War symbolically and narratively, 16 memorials(18.4%) were formed to realistically express the image of wounded soldiers and their hardship in the Vietnam War. 5. KIA, MIA, Veteran's name were written and their images depicted on walls, Also, the symbolic phrase, 'ALL GAVE SOME, SOME GAVE ALL' and 'DUTY, HONOR, COUNTRY' were written on the memorials walls, and the POW MIA symbols were printed on the flags and engraved on walls. 6. In the United States of America, Democratic patriotism was considered a main ideological value in VWMUS by engraving KIA MIA's names on the walls, hoisting flags Stars and Stripes and POW MIA, and writing symbolic phrases 'ALL GAVE SOME, SOME GAVE ALL' and 'DUTY, HONOR, COUNTRY'. On the contrary, in Vietnam, nationalism, patriotism, and socialism were emphasized as main ideologies through raising war victory and resistance to foreign power as well as writing the symbolic phrase 'TO-QUOC-GUI-CONG' meaning 'our country remember your achievement' on memorial towers. Further study will be required to comparatively analyze VWM in order to understand national characteristics in Korea, Australia, U.S.A, and Vietnam.