Journal of the Korean Institute of Rural Architecture
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v.12
no.3
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pp.35-46
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2010
The purpose of this study is to interpretate the Korean traditional Private Garden Pavilion -'byoul-seo(別墅)' in the view point of the architectural methodology - the separation of space in Honam province. It is presumed that nature union is archived through the 'yan-sang(玩賞)' which is ultimate state of knowledge that is base on the premises of opened signification in emancipation from narrow view point in the past and cognition of value. therefore, it is needed to know the unworldly point of space perception about the pavilion territory, furthermore to have conceptual method to distinct pavilion from the world. there are two methods in the distinct concept in this pavilion research: unworldly separation and meditative separation. As a result, the followings are conclusions; There two distinctive methods of planning of pavilion by use of the room and column. There are enclosement, turnaround, division of floor area in the room organization method, and it's modification of modulation, diversification of column height and diversification of column use in different space.
Recently, there are getting popular form generation-related design methodologies and scientific discourses about the nature of nature in the environmental design. The necessity of visual perception and cognitive research is growing in this respect. Accordingly, this study was designed to discuss environmental design and cognition in the ecological perspective. This study was intended to study the structural factors of cognitive ecological space. This study focused on the systematic principle of new environmental design based on cognitive ecological approaches and what kinds of design effects this design principle has on the human being in the long nm. The results are as follows. First, the results suggests that fractal pattern should be an alternative to design cognitive ecological space and new paradigm of architecture is based on the nature of nature and human sensibility. Accordingly, they have proposed that fractal design is more empirical and environment-friendly than rational linear design. Second, this study classified the variables of cognitive ecological space into nature, tradition, preference judgement, aesthetic value, and schema. Accordingly, such features as symbol, tradition, and nature restricted by modernistic ideology should be added to new paradigm-based environmental design. Third, accordingly, this study stresses that cognitive ecological environmental design doesn't include buildings of modernism and deconstruction and is based on new science of complexity.
Journal of the Korean Institute of Educational Facilities
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v.21
no.1
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pp.13-22
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2014
The purpose of this study is to figure out the differences in children's 'sense of place' followed by their development stages and to suggest a positive space design of school suited by their development. Haeng-Hyeon Elementary school was selected as the target area. The research methods of this study were based on drawing the cognitive map and a questionnaire survey. Through the cognitive map, children's development stages were determined. Also, through an awareness assessment, the places where the children had deep recognition were extracted. The questionnaires were based on knowing the places where children create their 'sense of place' and its reasons. The sense of place development factors are comprehended as physical factor, behavioral factor and psychological factor based on Relph(1976). The results were organized into a guide which has to be considered when designing an elementary school, sorted by adequate space responding to children's development stages.
Journal of the Architectural Institute of Korea Planning & Design
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v.35
no.5
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pp.3-10
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2019
This study is purposed to analyze of House Vision exhibition and projects in Japan. The contemporary residence has been planned and designed with fixed territory and boundary of rooms. According to the symposium of House Vision, the spatial boundary can be studied in the aspect of territory that molds the experience of residents. So, this study reviews Aldo van Eyck's concept of 'in-between'. Through the analysis, House Vision exhibition is revealed that the housing models present architectural characteristics of middleware and third place. The cognition of internal and external boundary stems from movements and activities of residents. That is the dwelling and residential space determined by users and residents. In this regard, 'in-between' of House Vision has structures(multilayer) causing various relationships to be perceived, so as to connect with the dwelling and activities of residents. As a result, it has relational meanings of sharing, as well as makes possible other community life to be done. According to the projects of House Vision, the units and cores have created the new connections and relationships between privacy and publicity. In conclusion, this research shows a new direction of the spatial strategies on House Vision exhibition in Japan.
There are innumerable studies on technology adoption and usage continuance; most examine cognitive factors while affective factors or the feelings of users are left relatively unexplored. Although attitude and user satisfaction are factors commonly considered in Information Systems(IS) research, they represent only some aspects of feelings. In contrast, researchers in diverse fields have begun to note the importance of feelings in understanding and predicting human behavior. Feelings are anticipated to be essential particularly in the context of modern applications, such as mobile internet(M-internet) services, where users are not simply technology users but also service consumers. Drawing on the support of consumer research, social psychology and computer science, this study proposes a balanced cognition-affect model of IS continuance. Prior works in relation to IS research have already considered the emotional factors. The common factors are enjoyment, anxiety, affect and satisfaction. The main difference in our study is that the factors that we used are the primary dimensions of affect according to Circumplex Model of Affect. The horizontal axis of the model represents the pleasure dimension and the vertical represents the arousal dimension. Other emotional factors such as enjoyment and anxiety can be viewed as a combination of these two dimensions, and they can be placed in the vector space formed by these two primary dimensions. Affect has been defined as the enjoyment a person derives from using computers. Satisfaction has different conceptualizations. It has been conceptualized as judgment based on the expectation disconfirmation theory. Thus, while prior works considered the direct and indirect effects of "feeling-related constructs"(enjoyment and anxiety) on usage behavior, our study proposes effects of "feeling-based constructs"(pleasure and arousal). The balanced cognition-affect model is tested in a survey of, M-internet service users. The results establish the validity of the model.
Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.
Proceeding of Spring/Autumn Annual Conference of KHA
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2008.11a
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pp.425-430
/
2008
Residential architecture was a lot more changed due to adopting modern residential type since 1960s. But people in farm houses are still living in a space of their past life causing a discrepancy. For this reason, the paper will identify the changed use for farm houses focusing on their plane views, and reason for the changed use as well. The result of this paper is expected to play a role for practical data to reasonably change and re-model farm houses located in back of cities such as Hyunpoong area. Targeted area for this paper, in order to survey change in residential environment due to industrialization and modernization, has narrowed down to 42 farm houses which are located Yuga-Myun, Hyunpoong-Gun, Dalsung-Gun where tradition and modern characteristics are harmonized being built before 1960s Researching relied on both documentary records and survey on the site, and survey on documentary records was performed in a way that preceding research for changed use of residential area was to be compared with people's farm houses in Kyeongsang-Do area, and survey on the site was carried out by photographing and land surveying and interview and analysis for them, and finally we acquired the result by analyzing use of interior for houses and plane view and relations between culture and social environment. From the result of this paper, there was a trend that farm houses had been improved function of a specific space by enlarging space and enlarged construction for inner rooms. And among spaces, kitchen and bath room was mostly enlarged its left side, and inner room had mostly enlarged its rear side, and kitchen was frequently enlarged in its side space. These kinds of variation in space is believed to be result of change of life style and house facilities
The purpose of this study is to reassert the important role of sound design in creating narrative space in films. The main focus is on re-interpreting Chion's sound space composition as a narrative structure. The sound design process has been analyzed to find that the physical properties of sound are purposely manipulated to create the layers of sound to be perceived by the audience in the same way as human perception and cognition of the actual reality work, eventually to create the cinematic reality. The hierarchy of the layers is determined by the importance of the narrative information contained in each sound, with the higher layers being appropriate to convey the information of the narrative, and the lower layers being efficient to deliver the emotion to the audience. With this idea, each of the Chion's space composition is explained as a distinctive area in telling a story with the separate narrative role from the others.
Journal of the Korean Society for information Management
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v.34
no.1
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pp.51-71
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2017
This study conducted a survey to measure recognition distance between the materials which are located separately in a children's library targeting 200 elementary school lower grade students, higher grade students, and school parents(adults). And compared recognition distance between the elements of materials of individual visitor group with multidimensional scaling and K-mean group analysis. Multidimensional Scaling (MDS) is a technique for projecting the cognitive state in space by evaluating the similarity or attribute of the analysis target. Even though it is mainly used for market diagnosis in marketing, It can also be applied to present an ideal physical layout plan by analyzing the distance. As a result of analysis, the main discoveries are as follows. First, elementary school students cognize child, baby and computer materials should be adjacent as a same group. But recognition of adults(school parents) is reflected by differing from elementary school students vastly. They cognize that computer materials should be formed as a special group separated from child and baby's materials. Second, elementary school higher graders and adults(school parents) groups also want to separate their main reading materials from baby's book, therefore They both want to secure silent reading space separating from baby. Third, as a result to confirming how this recognition distance system of materials is reflected in a real children's library through three children's libraries in Y-gu, Incheon, there is no library with structure according perfectly with a recognition system of a particular class, but a recognition system of adults and elementary school students is partially reflected because baby, child and computer materials, and baby and child materials are commonly separated and placed. It is difficult to insist that a recognition system of a visitor group, especially a recognition system of children is absolute consideration conditions in material placement of a children's library. However, understanding cognition of the user groups can be an important evidentiary factors to offer differentiated service space according to visitors and effective placement of the elements of library resources.
Journal of the Korean Institute of Landscape Architecture
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v.38
no.5
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pp.53-63
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2010
The purposes of this study are to classify the characteristics of parks by park use patterns and the understanding of design concepts and to analyze the difference of cognition of design concept between designers and park users. The literature studies and surveys were performed to analyze park use patterns and understanding of design concepts for Seoul Forest Park, Yeouido Park and Seonyudo Park. Several statistical methods have been used such as descriptive analysis and importance-performance analysis. The results of this research are as follows. As the results of an analysis of park use patterns, Seonyudo Park may he qualified as an urban landmark park, while Yeouido Park can he classified as a neighborhood park. Seoul Forest Park bas characteristics of both. Second, the higher frequency of visits generally leads higher preference. Third, the overall cognition of the design concepts of parks shows 3.51 on average, which is comparatively high. The functional concepts are better transmitted to the users compared to abstract concepts. The cognition of the design concepts of each park are evaluated in the higher order of Seonyudo Park, Seoul Forest Park and Yeouido Park. Fourth, the cognition levels of detailed design concepts for each place are lower than the overall design concepts. On the other hand, levels of satisfaction are increased after the design concepts are noticed. It would he necessary make the effort to give information about the design concept of each space. The results of this study are limited in that it covers only three parks in Seoul, and did not consider seasonal variables. Nevertheless, this study may he significant in that it dealt with the cognition of design concepts for urban parks, focusing on the difference between designers and visitors.
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