• 제목/요약/키워드: Place Cognition

검색결과 101건 처리시간 0.021초

소수민족집단체류지역(Ethnic Enclave)으로서의 옌볜거리의 장소성 형성 요인 분석 (An Analysis of Elements in Yen-Ben Street That Form a Sense of Place as an Ethnic Enclave)

  • 한성미;임승빈
    • 한국조경학회지
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    • 제36권6호
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    • pp.81-90
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    • 2009
  • 본 연구는 서울시에서 전형적인 소수민족집단체류지역(ethnic enclave)의 형태를 보이고 있는 가리봉동 "옌볜거리"의 장소성 형성 요인을 분석하고 그것이 함축하고 있는 의미를 찾음으로써, 국내 외국인 거주자 및 주거지역의 증가에 의한 문화적 다양성을 수용하고 그러한 다양성이 긍정적으로 발현될 수 있는 도시경관 형성에 기초적 자료를 제공하기 위하여 수행되었다. 소수민족집단체류지역(ethnic enclave)으로서의 옌볜거리의 장소성을 형성하는 요인은 다음과 같이 요약된다. 첫째, 장소성을 형성하는 물리적 환경 요인으로 나타난 쪽방촌과 열악한 공간적 환경은 외부자의 부정적 인식과는 달리 거주자에게는 그들의 경제여건에 부합하는 긍정적인 의미를 보였다 둘째, 연길에서의 그것과 유사한 색채 및 한글과 한문이 혼용된 간판은 옌볜거리에서의 장소성을 형성하는 물리적 환경 요인으로서, 내부인인 조선족에게는 구성원들 간의 내적 소통의 수단으로 조선족 문화의 정체성을 나타내는 요인으로 해석되었다. 셋째, 옌볜거리에서는 물리적 건축 환경 요소보다는 집단적 삶의 일상성을 충족시키는 구매활동, 여가 및 정보교환 활동이 장소성 형성에 더욱 크게 작용하고 있었다. 넷째, 공간적 전유(appropriation)현상과 주변과의 격리현상이 뚜렷이 나타났으며, 이러한 격리현상은 외부인에게 부정적 장소성을 형성하고 있었다. 다섯째, 조선족의 고향에 대한 인식, 문자 및 언어, 음식문화 등에서의 문화적 이중성(dualism) 및 혼재(mingling) 양상은 현재 옌볜거리의 장소성을 형성하는 주요한 요인으로 나타났다. 여섯째, 옌볜거리의 장소적 현상에 있어서 임시성(temporariness)이 두드러졌으며, 이러한 임시성은 불법체류라는 조건 하에서 더욱 강화되고, 이는 주거환경에 대한 무관심 등의 부정적 결과를 야기할 수 있으나, 동시에 그러한 임시성으로 인한 불안감을 완화시키고, 내부자간의 협력과 유대를 강화함으로써 긍정적으로 작용하는 장소성 형성 요인으로 나타났다.

디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 - (A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium -)

  • 고도재;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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신라왕경의 도시상징성 연구 - 토속신앙 관점에서 본 경관 형식과 내용을 중심으로 - (A Study on the Urban Symbolism of Capital City of Shilla Dynasty -Focused on primitive religion and it's affects on the Matter and Form-)

    • 한국조경학회지
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    • 제27권4호
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    • pp.65-72
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    • 1999
  • This paper tried to find out the various symbolic meanings and functions of landscape elements which Capital City of Shilla Dynasty contains, and what is the symbolism and identity of the city. Basically, this research took the thought of the place and the theory of cognition on landscape as a research tool, and undertook the process of surveying the physical surroundings of the city such as mountains, forests, tumuluses, mountain fortress walls, etc. Especially, the study referenced to a myth, thought, and a tale related to them of the surroundings. The research scope in time had been reached to the year of BC 57 which is beginning year of Shilla Dynasty form AC 467 which is year of introduction of new urban block system delivered from Dang Dynasty of ancient China. The results of research showed symbolic meanings of mountains and forests which is surrounding the Shilla capital from 4 directions of east, west, south and north. Namely, it was the places that the king of the kingdom of Shilla decent into the earth from the heaven. Also, the tumuluses which are located on the center of the capital imitated the surrounding mountains in forms, meaned the place that the dead king rised to heaven. All of these symbolized the Capital City of Dynasty as a sacred city which linked the heaven to earth, and earth to heaven. Finally, this paper suggested the Kyongju which is one of the most representative historic and tourist city in Korea should reflect this kind of symbolic meaning of ancient Capital City of Shilla Dynasty in case of arranging the urban identity plan to promote the quality of urban environment of Kyongju.

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건강·복지시설에 적용된 바이오필릭 디자인 문헌연구: 노인과 아동청소년 시설 비교 (A Literature Review of Biophilic Design Applied to Healthcare and Welfare Facilities: Comparison of Facilities for the Elderly and Children/Adolescents)

  • 김순웅;조선희
    • 산업융합연구
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    • 제21권11호
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    • pp.67-74
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    • 2023
  • 본 연구는 노인과 아동청소년을 위한 건강 및 복지시설의 바이오필릭 디자인 특성을 비교 분석하기 위해 시행된 문 헌연구이다. 한국교육학술정보원 데이터베이스에서 노인과 어린이, 청소년 건강 및 복지시설의 바이오필릭 디자인 관련 문헌을 선정하여 바이오필릭 디자인 요소별 빈도를 분석한 후 비교하였다. 노인시설 관련 문헌 네 개와 어린이 및 청소년 시설 관련 문헌 네 개를 분석한 결과, 노인시설의 '자연의 직접 체험'에 해당하는 바이오필릭 패턴이 아동청소년 시설보다 더 많았고, '공간과 장소 체험' 패턴은 아동청소년 시설이 더 많았다. '자연의 간접체험' 패턴은 노인시설과 아동청소년 시설이 유사하였다. 건강 및 복지시설을 이용하는 취약아동의 스트레스 감소를 위해 '자연의 직접체험' 패턴을 더 많이 활용할 것과 노인의 스트레스 감소 및 인지강화를 위하여 '공간과 장소 체험' 패턴을 더 많이 활용할 것을 제안한다.

스티븐 홀과 리차드 마이어의 건축공간에서 나타나는 빛의 표현 특성에 관한 연구 (A Study on the Lighting Characteristics Appeared Architectural Space by Steven Hall and Richard Meier's works)

  • 김정곤;고귀한;방문선
    • 한국실내디자인학회논문집
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    • 제22권6호
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    • pp.251-258
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    • 2013
  • Space and figure are formed not by themselves but by the existence of light. It is important that plays a role as an intermediary of cognition which enables the formation of space and figure through Human's recognition in the process of design. Human perceive space and identity every basic form by the contrast of light and dark. The existence of light is very inclusive concept in the space, so space and form are completed by light. The change of based on time, place, and its amount acts as an important element Which can change the form of Space. In Space light doesn't work simply as light itself, but have a very close relation with Space, Form, Structure, Material, Color elements, Space is limited by physical form but human perceive space relatively by many other conditions, So same space can be experienced differently by the characters of light. Human can recognized and observe an object in the space as he processes information collected through light. In this process light make it possible for human to see the shape in space. therefore, the shape of space can get meanings when light exists. the space recognized by light is the mean that activates human activates in space.

Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games

  • Wierzbicki, Robert J.;Bohnke, Peter
    • International journal of advanced smart convergence
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    • 제2권2호
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    • pp.1-6
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    • 2013
  • Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.

알츠하이머병 치매 환자의 인지재활: 현실감각훈련(ROT)의 적용과 효과 (Improving Cognitive Abilities for People with Alzheimer's Disease: Application and Effect of Reality Orientation Therapy (ROT))

  • 김정완
    • 말소리와 음성과학
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    • 제5권1호
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    • pp.27-38
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    • 2013
  • Healthcare providers in Korea are using conservative pharmacological treatment for Alzheimer's disease (AD) to delay the progress of the disease or to mitigate its behavioral and neurological symptoms. However, there is a growing need for interventions using practical non-pharmacologic treatment, as the effects of pharmacological treatments has faced limitations. This research provided a cognitive rehabilitation program to 3 AD patients and used a multiple baseline design across subjects to examine the effects. Performing reality orientation therapy (ROT) for 1 cycle (4 weeks) resulted in a slight increase in accuracy and responsiveness on an orientation task, mainly with patients with mild cases of AD. Also, in the sub-domain of the Korean-Mini Mental Status Examination performed to examine changes in cognitive ability, there were minimal changes in place orientation. In functional communication, however, there were no significant differences before and after the intervention. In conclusion, we found that ROT was an effective intervention for improving accuracy and responsiveness in the orientation of patients with mild cases of AD. In future studies, the effect of non-pharmacological interventions can be evaluated more reliably by examining the interaction effects of sample size, length of the intervention, outcome measurements, and pharmacological intervention.

시설미혼모의 양육/입양 선택에 관한 연구 (The Study of Related Factors Affecting Unwed Mother's Decision on Self-nurture or Adoption of Her Child)

  • 이은주;최규련
    • 한국지역사회생활과학회지
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    • 제25권2호
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    • pp.247-260
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    • 2014
  • In this study, unwed mothers residing in nine residental facilities were surveyed by questionnaires. Those facilities were selected from national welfare facilities officially registered for single-parent families in 2011. The selected facilities were two places in Seoul, six places in Gyeonggi Province and one place in Chungcheong Province. The surveyed data were analyzed by statistical methods such as frequency, percentage, one way ANOVA, chi-square test and t-test, binary logistic regression using SPSS ver.17.0 program. As a result, their decision of adoption or self-nurture on their child was significantly affected by various factors. Among pregnancy-related factors, pregnancy recognition time was significantly different between two groups. Among personal factors, their age and cognition of parental role were important factors to differentiate two groups. In the analysis related with social resources, the self-nurture group had significantly higher experience and satisfaction on welfare service and lodging & boarding service compared to those of the adoption-choice group.

도시 노인의 인지기능 (Cognitive Function of the Urban Elderly)

  • 소희영;주경옥;정미하;김혜영
    • 재활간호학회지
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    • 제7권2호
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    • pp.179-187
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    • 2004
  • Purpose: This study was performed to assess the degree of cognitive function of elderly by MMSE-K performances and of that effect. Method: The subjects were 185 aged over 65 in Daejeon Metropolitan city. Data were collected through personal interview using the questionnaire from 10 to 31, Jan. 2003. The measures were Korean version of Mini-Mental State Examination(MMSE-K). Results: The mean score of MMSE-K was $22.60{\pm}5.39$. The prevalence of cognitive impairment was estimated as 48.6% by MMSE-K ${\leq}23$ and significantly age, gender, and education effect. The subtype score of MMSE-K were significantly lower in female group in each items : orientation in time and place, attention/calculation, language except registration and recall. And the scores were significantly lower in the older group and non-educated group in the all items of MMSE-K. Conclusion: Gender, age, and education showed significant effects on total and subtype MMSE-K score. Cognitive function decline were higher in female, older age group, and non-educated group. Therefore, those three factors are thought to be one of important risk factors for development of dementia, also it is assumed to be affected by other variables than age, gender, education effect.

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지능형 교육 시스템을 위한 적응적 지식베이스 객체 모형 개발 (Development of a Adaptive Knowledge Base Object Model for Intelligent Tutoring System)

  • 김용범;김영식
    • 정보처리학회논문지B
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    • 제13B권4호
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    • pp.421-428
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    • 2006
  • Intelligent Tutoring System(ITS)이 다양한 학습자 변인을 고려한 개별화된 학습 환경을 제공하여 영역 전문가를 대신할 효율적인 대안으로 인식되어짐에 따라, Learning Companion System(LCS)에 대한 연구도 긍정적으로 검토되어지고 있다. 하지만 LCS에서의 원활한 상호작용을 위해서는 동일한 역할을 하는 복수 LC의 결합이 필요하고, 이는 개별적 지식베이스의 확보를 선행 조건으로 요구한다. 따라서 본 연구에서는 인지구조의 연결주의적 관점을 근거로, 지식베이스 자체의 자기 학습(self learning)이 가능하고, 지식베이스 객체의 소유자에 의해 적응적으로 성장 가능한 지식베이스 객체 모형을 설계하고, 이를 검증하였다. 이 지식베이스 객체 모형은 개별적 지식베이스의 구축을 가능하게 하여, 지식베이스 객체를 이용한 적응적 ITS 개발의 기회를 제공한다.