• Title/Summary/Keyword: Natural objects

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A Landscape of Joseon Dynasty in Late 19th Century through Experience Record of Modern Westerners - Focused on Landscape Vocabulary and Content Analysis - (근대기 서양인들의 조선견문기를 통해 본 19세기 말 조선의 경관 - 경관 관련 어휘와 내용 분석을 중심으로 -)

  • Kim, Dong-Hyun;Shin, Hyun-Sil
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.1
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    • pp.20-33
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    • 2018
  • This study aims to illuminated landscape of Joseon Dynasty in the end of 19th century when Joseon dynasty began to modernize through the perspective of Westerners. Historical meaning to Western people's landscape records has been preceded. And landscape typology and their perception were analyzed. The results were as follows. First, the Westerners who visited Joseon dynasty at that time were involved in the historical and political situation of the Joseon Dynasty or understood their culture through traveling for so long. And record of Westerners is a significant data to analyze scenery at that time because common contents appear in various books. Second, the landscape of Joseon dynasty that appears in Western records was mainly recorded in small towns and villages, natural environments, scenic sites, historic sites, modern facilities, and cultivated areas. Small towns and villages are mainly mentioned with shabby alleys and dense houses. And natural landscape were identified to mountain landscapes and diverse geomorphological landscape that surrounding vegetation along the coast and rivers. The palaces, fortress and temples were recorded as main objects of scenic sites and historic site. And western-style buildings such as foreign legations and settlements, churches and schools were mentioned in the modernized facilities. A cultivated land was confirmed to be underdeveloped and neglected, but as range of view became wider, it was seen to a peaceful and prosperous rural landscape. Third, Westerners' landscape perception of Joseon dynasty at that time can be deduced from positive or negative perceptions. The residential environment was perceived as negative because it was unsanitary and backward. On the contrary, outstanding natural landscapes, scenic sites and historic sites, and upper class gardens were perceived as positive. For modernized landscapes, positive and negative perceptions were similarly mentioned. Positive perceptions were formed in improvement of civilized landscape, and appeared negative perception because damaged traditional landscapes and heterogeneity.

A Study on the Contents and Distribution of Palgyeong in Gangneung Area (강릉지역 팔경의 내용 및 분포에 관한 연구)

  • Kwon, Ji-Young;Kim, Sung-Kyun;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.16-26
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    • 2016
  • In this paper, we collected information on Palgyeong of the Gangneung area that were scattered around several literatures, and analyzed and interpreted regional distribution, elements of scenery and inherent meanings from various angles. we shed light on the origin and the meaning of Palgyeong, which have been passed down in the Gangneung area. Palgyeong of the Gangneung area have been accumulated and expanded for a long period of time, since Goryeo up to the modern times, and it does not simply reflect the beauty of natural scenery, but also reflect historical facts and sentiments rooted in this region. In addition, given the comprehensive veiw of Palgyeong of the Gangneung area and in consideration of its type and distribution of the eight sceneries the most common format is similar to Sosang(瀟湘類似型). What are repeatedly appearing among them include 'smoke from cooking supper' and 'catching fish', showing the living conditions of local residents of Gangneung at the time, which refers to the fact that Palgyeong consisted of village units. Palgyeong in the Gangneung area are distributed in diverse ranges between the city and Nujung. Most of Palgyeong are clustered in the east of Gangneung city and in the region tangent to Gangdong-myeon and Gujeong-myeon. When we consider the situation where most of Palgyeong in the Gangneung area are distributed in this region, it suggests that the region occupies the heart of scenery of Gangneung. Palgyeong of the Gangneung area consists of 60% natural factors, 36% humanity factors, and 4% other factors, where the natural factors hold the beauty of nature itself and the humanities and other factors hold the legends and history contained in the targets. The sceneries expressed by Palgyeong cannot be individually separated. Namedaecheon, Jukdobong, Sumseokcheon, Sumdulmaeul, Gunseongang, Pungho and Kyungpoho were connected to Nujung and Hongjamam, and they eventually became a panorama. Hansongjung, Hwanseondeung, Hansongsa, Pungho and Gunseongang are related to Hwarang of Silla and have become representative historical sceneries of the Gangneung area. Judging from the fact that currently non-existing sceneries such as Kyeonjodo, Hansongjung and Gulsansa remained in Palgyeong and been passed, Palgyeong have positioned imaginary spaces of the Gangneung people beyond simply expressing sceneries. In conclusion, Palgyeong in the Gangneung area are aesthetical objects and while at the same time, they are historical and cultural space, and furthermore, we can see that they still remain as imaginary spaces.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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A Study on the Location of Zen Buddhist Temples During the Late Silla Dynasty in Korea - from Feng-shui(風水) Perspective - (신라말 구산선문(九山禪門) 사찰의 입지 연구 - 풍수적 측면을 중심으로 -)

  • Cho, Sung-Ho;Sung, Dong-Hwan
    • Journal of the Korean association of regional geographers
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    • v.6 no.3
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    • pp.53-81
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    • 2000
  • The purpose of this study is to examine the chracteristics of the location of Zen Buddhist temples which are the Nine-Mountain Sects of Zen(九山禪門) from feng-shui perspective. A large number of temples have been built for about 1600 years since Buddhism had influenced on Korea. They have been built nationwide in different times by different sects of Buddhism. The pattern of location of Buddhist temples is different according to background of the times (political, economic, cultural aspect) and of tenet(difference in sects of Buddhism) when the temples were built. But the general location of Korean Buddhist temples is in accordance with feng-shui theory. Feng-shui is a traditional geographic thought in China and Korea. It is necessary to understand feng-shui in order to understand Korean landscape and cultural geography. It had given a tremendous impact on Korean landscape through choosing site of cities, settlements, houses, mounments, temples, pagodas, and so on. Before feng-shui was prevailing in Korea, Buddhist temples were mostly built on sacred place which was connected with folk beliefs. In the case of the late Silla Dynasty when Zen Buddhism was prevailing, feng-shui became popular and many. temples were built in accordance with feng-shui. The typical examples are found in the site of Nine-Mountain Sects of Zen temples. The interpretation of geomantic site of Nine-Mountain Sects of Zen temples will show us how feng-shui was applied to and reflected in the Korean peninsula. In Zen Buddhism, feng-shui was applied to the choice of the temple site. Also feng-shui theory was usually used to choose the site of stupa(Budo) where the remains of the founder of sect. In this study, I will interpret the geomantic characteristics of Nine-Mountain Sects of Zen temples. The geomantic interpretations of the temples are as follow. 1. The temples are located at the foot of a hill with surrounding mountains and a watercourse in front. Feng-shui texts often describe it as an ideal site. This geomantic situation is well equipped with natural drainage; protection from cold wind from the north or evil spirits; a good view with open space to the front; protection from unnecessary weather damage; and security and protection from strangers and invaders. 2. The sitting and facing direction of the temples correspond to the oncoming dragon's direction. 3. Many feng-shui texts discuss the types of Sa(surrounding mountains) in detail and morphologically describe them with certain animate and inanimate auspicious objects. In case of Nine-Mountain Sects of Zen temples, the geomantic landscape of these can be compared to auspicious objects. This is morphological marker for the description of configulation features of these temples. 4. Most auspicious places are not perfect, but the shortcomings can be overcome by many means. We can observe modification of landscape for the purpose of fulfilling the geomantic harmony of the temple.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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A study on application of fractal structure on graphic design (그래픽 디자인에 있어서 프랙탈 구조의 활용 가능성 연구)

  • Moon, Chul
    • Archives of design research
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    • v.17 no.1
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    • pp.211-220
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    • 2004
  • The Chaos theory of complexity and Fractal theory which became a prominent figure as a new paradigm of natural science should be understood not as whole, and not into separate elements of nature. Fractal Dimensions are used to measure the complexity of objects. We now have ways of measuring things that were traditionally meaningless or impossible to measure. They are capable of describing many irregularly shaped objects including man and nature. It is compatible method of application to express complexity of nature in the dimension of non-fixed number by placing our point of view to lean toward non-linear, diverse, endless time, and complexity when we look at our world. Fractal Dimension allows us to measure the complexity of an object. Having a wide application of fractal geometry and Chaos theory to the art field is the territory of imagination where art and science encounter each other and yet there has not been much research in this area. The formative word has been extracted in this study by analyzing objective data to grasp formative principle and geometric characteristic of (this)distinct figures of Fractals. With this form of research, it is not so much about fractal in mathematics, but the concept of self-similarity and recursiveness, randomness, devices expressed from unspeakable space, and the formative similarity to graphic design are focused in this study. The fractal figures have characteristics in which the structure doesn't change the nature of things of the figure even in the process if repeated infinitely many times, the limit of the process produces is fractal. Almost all fractals are at least partially self-similar. This means that a part of the fractal is identical to the entire fractal itself even if there is an enlargement to infinitesimal. This means any part has all the information to recompose as whole. Based on this scene, the research is intended to examine possibility of analysis of fractals in geometric characteristics in plasticity toward forms in graphic design. As a result, a beautiful proportion appears in graphic design with calculation of mathematic. It should be an appropriate equation to express nature since the fractal dimension allows us to measure the complexity of an object and the Fractla geometry should pick out high addition in value of peculiarity and characteristics in the complex of art and science. At the stage where the necessity of accepting this demand and adapting ourselves to the change is gathering strength is very significant in this research.

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A Study for an Educational Direction in Fashion Design Subjected to Digital Environment I (디지털 환경에 따른 패션분야의 디자인 교육방향 연구 I)

  • 이미량
    • Archives of design research
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    • v.12 no.4
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    • pp.33-44
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    • 1999
  • Fashion is subjected to newness and change by itself. Fashion trend and tendency which could predict next season akeady indicated that digital and cybel11ation environment lliould be factors in fashion. Changes in future life styles and values caused by digital environment must be variables as fashion objects by themselves. Therefore digital environment of a fashion itself and that all encountered in fashion will not only be an existing situation but also an objective and a factor which must be pursued with fashionable sense in future fashion. Advanced technology and social change in relation to digital environment requires that educational method as well as its content will be changed on the scene of education for future. Thus we should seek an educational direction in fashion design for future society in which digital environment requires new paradigm. Subject to these backgrounds this study has an intension to study the change in fashion extensively influenced by expanded digital environment on a limited situational level of fashion design education and to suggest an educational direction for professional in future fashion design who will serve as a core of fashion area in the future. It is essential that education of professional in fashion for future should be achieved by digital-minded level that eagerly understands and accepts future society in which digital environment will be a main axis. It is necessary for this to make them expetience computers, digital media including CAD program. We have to note that education of digital media is more effective and applicable when accomplished in CAI level which can be related and expetienced with fashion education rather than mere functional training in media themselves. Intellectual creativity will be a vety source of producing values and national competence in 21st centtury. Education of design professional in fashion area must positively accept these environmental charactetistics in future society, as well as deeply reflect the education for the future.

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Analysis of Students Perception on Acne (여드름의 인지도에 관한 분석)

  • Yang Hyun-Ok;Na Young-Soon;Baek Seung-Hwa
    • Journal of Society of Preventive Korean Medicine
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    • v.3 no.2
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    • pp.129-150
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    • 1999
  • This study was carried out to analyse a perception on acne for the Junior college students to provide basic data for the suitable treatment of acne to the students and the specialists. For this study, self-administering questionnaires were distributed to 480 students from 13 departments at a suburban women's junior college from May 1 to May 3, 1996. Of the students, 399 were responded and included in the analysis. The questionnaire includes the general question of objects, the question of knowledge and attitude of acne, and its treatment. The results were as follows: 1. Age distribution for the group less than 20 years was 63.7% and over 20 years was 36.3%, the group with acne was 66.2% and the group without acne was 33.8%. Proportions of acquiring the knowledge on acne was 49.6% from newspaper or magazine, 47.15 from friends, and 26.85 from TV or radio. 2. With regard to the knowledge on the presence of acne, a proportion of correctly answered for the question on the cause of acne was $3.41{\pm}1.02$ for the group with acne compared with $3.16{\pm}0.89$ for those without acne. This difference was statistically significant (p<0.05). 3. With regard to the knowledge levels on the treatment of acne, a proportion answered' skin-care center' for the question on where to select for the profer treatment was $13.21{\pm}1.88$ compared with $12.09{\pm}1.88$ for the other group. This difference was statistically significant (p〈0.05). A proportion of answered 'squeezing out acne by themselves' for the question of how to treat was $12.26{\pm}1.91$ compared with $10.83{\pm}1.25$ for the other group. 4. In the treatment according to the attitude of the group with acne, the positive group replied 'YES' in the intention of treatment by themselves was 55.9%. In conclusion, the differences in the knowledge and attitude on the presence of acne are not significant and it was found that the knowledge and attitude for the group with acne did not significantly influenced the treatment behavior. Accordingly, it is important to understand the cause of acne, provoking factors, remedy etc. For this, it is necessary to a provide an accurate information to professionals to enhance the knowledge of acne and to treat it properly.

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Sewer CCTV Inspection Prioritization Based on Risk Assessment (위험도 기반의 하수관로 CCTV 조사 우선순위 결정 연구)

  • Son, Jooyoung;Lee, Jaehyun;Oh, Jeill
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.37 no.3
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    • pp.585-592
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    • 2017
  • Most sewer lines buried in the city are likely to be collapsed due to serious aging. Also, due to the high concentration of development and high population density and traffic, the collapse of the sewer will cause enormous social and economic damage. Therefore, proactive maintenance is required to prevent accidents caused by deteriorated sewer pipe. In order to utilize limited budget effectively, risk-based prioritization methods should be proposed that simultaneously consider the consequence of failure and the probability of failure. In this study, the method of risk-based prioritization of sewer was examined by reviewing various cases of overseas studies and applied to the urban sub-catchment. First, the impact factors that can be secured through the sewer GIS DB in Seoul were derived, and the weight, sub-criteria, and impact score of each impact factor were determined and the consequence of failure was calculated by weight sum method. In addition, the probability of failure was calculated by dividing the service life by the estimated useful life, and the consequence of failure and the probability of failure were classified into five grades by the Jenks natural breaks classification method. The prioritization method was applied to sub-catchment in the Seoul to derive a risk matrix and a risk grade. As a result, 26% of all subjects were selected as the inspection priority subjects with 4-5 risk grade. Therefore, using the risk-based CCTV prioritization methodology, it will be possible to systematically determine the objects that need investigation first.

A Study on Channel 4's Station Identification: focused on 'Modular Typography'

  • John, Adjah;Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.42
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    • pp.241-262
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    • 2016
  • British TV Channel 4 is one of the famous TV Channel in the world. Its station ID has also played a leading role in the developments of Motion Graphics including station IDs. This station ID's main visual design concept is its name and an iconic logo '4' at the same time. The first channel 4 station ID was designed by using modular typography to construct the iconic '4'. Modular typography is a technique of creating letters with similar elements. Channel 4's station ID was constructed from coloured polygons. The polygons split and converge at the same point in 3D space. Modularity in Channel 4's station ID is evidenced by the similar units of polygons. After the first station ID, Channel 4 was re-branded. Eventhough the station IDs which followed did not use coloured and geometrical polygons, modularity is seen in most of the station IDs especially between 2004 - 2011. In these station IDs, the iconic '4' is formed from similar natural and environmental objects like rocks, buildings, lights etc. In this analysis paper, there is a visual narrative on the history of Channel 4, the concept of modular typography in the original station ID and the application of modular typography in other Channel 4's station IDs.