• 제목/요약/키워드: Public place

검색결과 1,302건 처리시간 0.024초

가로공간에 있어서 아이덴티티 요소와 평가에 관한 연구 (A Study on the Evaluation and Identity Elements in the Street Spaces)

  • 곽동화;이정미
    • 한국디지털건축인테리어학회논문집
    • /
    • 제9권3호
    • /
    • pp.47-57
    • /
    • 2009
  • The purpose of this study is to propose the design elements useful to give place identity to street space. The theory for place identity is studied and the components-Physical element, Sense, Program, Activity, Context-for identity of place is created. In the case study of SamcheongdongGil, the qualitative research method of Free Picturing Technique and Cognitive Mapping is executed and the samples gathered from the research are analyzed. In the process of analysis, the contents of qualitative evaluation by users is put in order as components for identity of place. Moreover, the design elements for street space are extracted from the case study and theories of urban design. The design elements are summarized as the followings: street pattern with high permeability, various streetscapes, greenscapes, semi public(private) spaces, the third places, public arts, transparent facades, and outdoor activities. Finally, the fruits and boundary of this study are described and the importance of place identity is.

  • PDF

융합 디자인 요소로서 도시재생에 활용된 그라피티의 장소특정성에 관한 연구 (A Study on the Place Specificity of Graffiti Arts Used as Fusion Design Elements in Urban Regeneration)

  • 임병우
    • 디지털융복합연구
    • /
    • 제15권11호
    • /
    • pp.455-461
    • /
    • 2017
  • 본 연구의 목적은 도시재생에 활용되는 그라피티가 공공미술로서 장소특정성을 어떻게 갖게 되는가를 밝히는 데 있다. 연구를 위해 공공미술의 장소특정성에 대한 개념 이해와 함께 그라피티의 장소특정성에 대한 이론적 배경을 알아보았고, 도시재생 사업에 적용된 공공미술로서 그라피티를 작가별로, 설치장소를 기준으로 차이를 비교분석해보면서, 동시에 그라피티가 설치된 장소의 특수성와 도시재생 프로젝트의 전체적 맥락에서 의미를 찾아보았다. 사례조사 대상은 2015년부터 도시재생 사업이 펼쳐지고 있는 동두천 보산동에 설치된 그라피티에 한정지었다. 분석 결과, 작가별 작품의 개별적 장소특정성보다는 디자인, 공예, 음악 및 축제 등 도시의 역사와 장소적 특수성이 반영된 문화콘텐츠와 융합되었을 때 개별작품의 장소특정성도 극대화되고 있음을 알 수 있었다. 본 연구의 결과는 그라피티가 융합 디자인 요소로서 도시의 문화콘텐츠와 융합될 때 장소특정성이 극대화되어 공공미술의 가치를 갖게 되며, 도시재생의 미디어로서도 기능을 할 수 있다는 점을 제시하고 있다.

주민참여 공공디자인을 위한 커뮤니케이션 미디어 활용에 관한 연구 (Study on the Usage of Communication Media for the Participation of Residents in Public Design)

  • 우성호;박석수
    • 한국실내디자인학회논문집
    • /
    • 제21권1호
    • /
    • pp.127-135
    • /
    • 2012
  • Recently, the public design plays a role in improving the residents' quality of life and activating the local economy as an axis of the regional development. However, during the development process led by the local government, the public space has been changed to a place where only the function is emphasized without considering the local history, culture, and life. Since the opinions of the regional residents are not reflected, the public place lacks public benefits and has difficulties in continuous improvement and development. Here, we studied on the participation of residents in public design. Firstly, we discussed public design that residents can participate voluntarily and actively as users, managers, and beneficiaries. Secondly, it is necessary for the residents, who are not experts in the public design, to have easily understandable and well tractable communication media which facilitate communications with a group of the design experts and the public service personnel. We explained the types and specialities of the communication media. Thirdly, it is necessary for the residents to contribute much to the local development by active participation in the sustainable and consistent public design through using the easily accessible communication media.

  • PDF

공공도서관 관련 교양과목 개발에 관한 연구 - '우리 모두의 장'으로서 공공도서관 알아차리기 - (A Study on the Development of Liberal Arts Subject Related to Public Libraries: Knowing Public Library as a Commons)

  • 한만성
    • 한국비블리아학회지
    • /
    • 제34권2호
    • /
    • pp.33-57
    • /
    • 2023
  • 연구의 주요 목적은 공공도서관이 가진 '우리 모두의 장(공통장)'의 특성을 최대한 발견한 학습 구성요소 설계 및 대학의 일반교양 과목 요건에 부합하는 교육 내용 구성이다. 공공도서관은 다양한 문해력 향상의 연습장이자, 디지털 공유문화의 체험장, 차별 없는 모두의 학습장, 메이커 운동의 작업장 그리고 지역공동체 형성의 거점으로서 '우리 모두의 장'의 성격을 두루 갖추고 있다. 연구자는 다양한 문해력 이해, 정보활용능력의 정보윤리, 공동체 의식 및 다문화 이해, 공공의식과 협동정신 및 컴퓨터 활용능력, 학제적 지식 및 통합적 안목과 시각 등을 학습 구성요소로 설계하고 '공유문화와 지역도서관'이라는 명칭의 과목을 개설하였다. 이러한 공공도서관 관련 융합 교양 교과는 지역 및 공공성의 위기가 증대되는 상황에서 공공도서관의 가치를 학생들에게 널리 확산하고 실제로다양한 도서관 서비스를 체험하도록 유도함으로써 지역도서관의 인지도 및 이용률 향상을 견인할 것으로 기대된다.

유기장업 관리체제 : 게임법제의 태동기 연구 (Regulation System of Amusement Place Business : The Quickening Period of the Game Legislation)

  • 황승흠
    • 한국게임학회 논문지
    • /
    • 제9권1호
    • /
    • pp.43-54
    • /
    • 2009
  • 이 논문은 한국 게임법제의 변천과정을 분석하려는 목적으로 작성되었다. 이 논문에서 논의 되고 있는 유기장업 관리체제는 1973년 유기장법 시행규칙에서 시작하여 1999년에 까지 이르는 시기로 현행 게임법제의 태동기에 해당한다. 이 시기의 법적 규율은 유기장법, 유기장업법, 공중위생법을 거치면서 이루어졌다. 유기장업은 현행 법제의 체육시설업, 유원시설업, 게임제공업으로 분화되었는데, 유기장업 관리체제의 핵심은 현행 게임법제의 게임제공업이 이어받았다. 따라서 유기장업 관리체제 시기는 현행 게임법제의 근간이 형성된 시기라고 할 수 있다. 유기장업 관리체제의 두 핵심요소인 유기기구와 사행성의 분리 문제와 영업장소 규제의 문제는 현행 게임법제에서도 여전히 중요한 문제이다.

  • PDF

공공임대주택 단지만족도에 영향을 미치는 공동체공간 결정 요인에 관한 분석 (A Study on the Community Space that Affect the Public Rental Housing Satisfaction Determinants)

  • 박준영;정재진;박우장
    • KIEAE Journal
    • /
    • 제16권1호
    • /
    • pp.95-101
    • /
    • 2016
  • This study aims to analyze the satisfaction targeted community space for public rental housing tenants a real community space. and community space is analyzed only through the factor analysis of the effects of satisfaction, multiple regression analysis etc. As a result, the space community and public rental housing will only affect the satisfaction, factors affecting such analysis was 'common space', 'exercise place', 'resting place'. Thus, a variety of political and institutional efforts and practical research for interactive spatial planning public rental housing estates satisfaction for the improvement and community activation moving away from passive concept of the one-way ever to supply that community space in the past, provider centers and considering the tenant characteristics is required.

장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 - (A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces -)

  • 임상현;김개천
    • 한국실내디자인학회논문집
    • /
    • 제22권6호
    • /
    • pp.181-189
    • /
    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

문화중심형 공공디자인의 전략프로그래밍 지원모델 개발에 관한 연구 - 프로토타입 단계 설정을 중심으로- (A Study on the Strategy Programming Model for the Culture-Centered Public Design - Focus on the Prototype Phases -)

  • 이정민;홍의택
    • 한국실내디자인학회논문집
    • /
    • 제19권5호
    • /
    • pp.95-104
    • /
    • 2010
  • One of 21st century's main paradigms is a 'Culture', and people started to express their 'cultural desires and demands' regarding public environments. Accordingly central and local governments are paying attention to these demands from their citizens and trying to establish the policies to meet these needs. This research is done to suggest the strategy programming model to support the executions of culture-centered public designs which are based on the local resources and identities. The entire research contains three sub-topics. First topic is setting the prototype phases of strategy programming. Second topic is analyzing the associated indices for each prototype phase. Third topic is suggesting Matrix Model in which the prototype phases and their associated indices are linked. Among three topics, this paper deals with the first one - the prototype phases of strategy programming. It studies this subject in relation with Place Marketing which emphasizes the local resources and identities. The prototype phases are comprised of 3 steps for Place Strategy and 4 steps for Marketing Strategy. Place Strategy should be considered prior to Marketing Strategy because in culture-centered public design, locality has priority over other concerns. The phases for Place Strategy includes 'Resource_analyzing of local resources', 'Mission_setting a purpose', and 'Targeting_segmenting target groups'. The phases for Marketing Strategy involves 'Organization_instituting the main body and/or partnership', 'Image Positioning_setting an unique local image', 'Point_realizing the product', and 'Channel_deciding the sales promotion tools'.

공공 빅데이터를 이용한 치매 노인 사망장소의 결정요인: 지역보건의료자원의 영향 (Impact of Community Health Care Resources on the Place of Death of Older Persons with Dementia in South Korea Using Public Administrative Big Data)

  • 임은옥;김홍수
    • 보건행정학회지
    • /
    • 제27권2호
    • /
    • pp.167-176
    • /
    • 2017
  • Background: This study aimed to analyze the impact of community health care resources on the place of death of older adults with dementia compared to those with cancer in South Korea, using public administrative big data. Methods: Based on a literature review, we selected person- and community-level variables that can affect older people's decisions about where to die. Data on place-of-death and person-level attributes were obtained from the 2013 death certification micro data from Statistics Korea. Data on the population and economic and health care resources in the community where the older deceased resided were obtained from various open public administrative big data including databases on the local tax and resident population statistics, health care resources and infrastructure statistics, and long-term care (LTC) insurance statistics. Community-level data were linked to the death certificate micro data through the town (si-gun-gu) code of the residence of the deceased. Multi-level logistic regression models were used to simultaneously estimate the impacts of community as well as individual-level factors on the place of death. Results: In both the dementia (76.1%) and cancer (87.1%) decedent groups, most older people died in the hospital. Among the older deceased with dementia, hospital death was less likely to occur when the older person resided in a community with a higher supply of LTC facility beds, but hospital death was more likely to occur in communities with a higher supply of LTC hospital beds. Similarly, among the cancer group, the likelihood of a hospital death was significantly lower in communities with a higher supply of LTC facility beds, but was higher in communities with a higher supply of acute care hospital beds. As for individual-level factors, being female and having no spouse were associated with the likelihood of hospital death among older people with dementia. Conclusion: More than three in four older people with dementia die in the hospital, while home is reported to be the place of death preferred by Koreans. To decrease this gap, an increase in the supply of end-of-life (EOL) care at home and in community-based service settings is necessary. EOL care should also be incorporated as an essential part of LTC. Changes in the perception of EOL care by older people and their families are also critical in their decisions about the place of death, and should be supported by public education and other related non-medical, social approaches.

빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구 (Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis)

  • 장온;추장운;김치용
    • 한국멀티미디어학회논문지
    • /
    • 제25권10호
    • /
    • pp.1499-1511
    • /
    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.