• Title/Summary/Keyword: Space related to women

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A Study on the Tea Culture Space in Korea (한국차문화 공간에 관한 연구)

  • Lee Il Hee;Choi Nam Sook
    • Journal of Family Resource Management and Policy Review
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    • v.8 no.2
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    • pp.61-84
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    • 2004
  • This thesis attempted to generate ideal tea culture space that connects environment and culture. Therefore, this examines: First, history of tea and the characteristics of tea culture space from Gochosun to modern times was reviewed Second, psychological factors (spirit of tea) of Korea tea culture space were reviewed. Third, the connection between the concept of tea culture space and Human Ecosystem Model by was analyzed. Also, this thesis examined how the culture of ecosystem and why tea culture space is needed. because tea includes varieties of ingredients for protecting environmental pollution. Finally, tea culture spaces were reviewed each region during Chosun dynasty, and tea culture space of recent tea users. In order to study tea culture space, complex residential area and single residential areas were compared. The useful of tea culture space as a ecological space was also examined. To achieve the purpose of this study, related literatures were reviewed, and investigations of museums and a survey on modern living space were also conducted. The results show that the space of our tea culture were affected by nature worshipping of Gochosun, Buddhism of Koryo, and Confusianism of Chosun with 'Pungryu', the idea that enjoys nature, thereby applying environment-friendly ecological beauty to their living space and life. The cultyral space in Korea is composed of natural environment such as mountain, sea, rock, or trees and artificial environment such as pond or pavilion. In the future, oriental culture with metaphysical value will lead the world culture, and especially, tea culture would play an important role regardless of nationality, race, religion, and ideology. Therefore, establishing a tea culture space in a living space would be the fundamental methods that would be able to settle down such tea life into our daily life. Our attempts to create ecological tea culture space as a integrated cultural space of natural, artificial, and human behavioral environment will contribute to enhance our quality of life.

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Fusion Phenomenon in Contemporary Women's Denim Coordinated Fashion (현대 여성 데님패션의 코디네이션에 나타난 퓨전 현상)

  • Jo, Ara;Park, Myoung-Ja;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.133-146
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    • 2011
  • The purpose of this study is to analyze the fusion phenomenon that appears in contemporary women's denim fashion in order to find a way to come up with a creative denim design. The methodology of this study is to research documents related to fusion phenomena and consider precedent studies to establish a criteria for analyzing fusion phenomena. The results are as follows: First, fusion phenomena in modern women's denim can be categorized into fusion of time, fusion of space, fusion of gender, fusion of culture, and fusion of genre. Fusion of time appears as fusion with the past and fusion with the future. Fusion of space appears as fusion with Asia and fusion with other regions. Fusion of gender appears as unisex, androgynous, and genderless. Fusion of culture appears as fusion with subcultures such as grunge, kidult, lingerie, hippy look, hip hop fashion, etc. Finally, fusion of genre appears as fusion of materials, fusion of style, and fusion of circumstances. Second, when analyzing the frequency of appearance for fusion phenomena, fusion of culture appeared with a frequency of 29.7%, followed by fusion of genre with 19.1%, fusion of time with 10.5%, fusion of gender with 9.9%, and fusion of space with 8.5%. When analyzing the most frequently appearing fusion phenomena by year, fusion of culture appeared the most from the year 2000 to 2004, fusion of space and time in 2005, fusion of genre from 2006 to 2007, fusion of culture again in 2008 and 2009, and once more fusion of genre appeared the most in 2010.

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A Study of Attitudes and Preferences of Korean Women Toward Built-in Closets and Storage (붙박이 수납공간에 대한 주부의 태도 및 선호연구)

  • 김대년;리디아손디
    • Journal of Families and Better Life
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    • v.8 no.1
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    • pp.101-113
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    • 1990
  • Apartment houses are repidly being assimialated into the Korean lifestyle. Little study of space utilization and specificially built-in storage needs has been implemented into design of these apartment units. The purposes of this study were, first, to ascertain attitudes of a select group of Korean housewives(N=250) living in apartments in Seoul toward closets and built-in storage units, and second, to determine the acceptability of proposed alternative plans which include built-in storage facilities by Korean women(N=31) living in the United States. Overall results reflect that built-in closets and storage are highly prized and additional units required in Korean apartment plans. Of the respondents, about 86% thought portable storage bought at marirage would be phased out if more storage was built into Korean apartmemts. Most Korean housewives would perceive the advantages of built-in storage units, and would prefer differentiated built-in storage units to undifferentiat d ones. Yet attitudes were equally split on the aesthetic value of the elimination of the portable storage. Five Korean apartment plans were drawn to scale then altered through the incorporation of additional built-in storage. These altered plans all received greater then 83% preferences to the existing Korean apartment plans. Additional study needs to be undertaken to address the implementation of additional storage in existing units as well as impact the current space planning concepts related to more built-in storage. Consideration needs to be given to the concerns related to aesthetic value of portable units as part of the study process.

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The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

A Study on Perceptual Characteristics of Facade Design and Composition Elements of Cafe Space (카페공간의 구성요소와 파사드디자인의 지각특성에 관한 연구)

  • Choi, Gae-Young
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.70-77
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    • 2013
  • This study has analysed the composition elements in a cafe space where visual transfer-elements are filled and the perceptual characteristics of facade designs with the purpose of drawing any important elements to advertisement and their related items for uniqueness of designs. For the analysis of the perception process shown in the consecutive situations of observing and visiting cafes, the cafe facade was grouped and stereotyped for the analysis of perceptual characteristics and significant composition elements for better designing of cafes through survey with representative facades as subjects. The conclusions from this study are the followings. First, for the uniqueness specific to cafes to be integrated into facade, memory was chosen first as the most significant advertisement factor followed by interest as with male and attention as with female. The memory has much to do with furniture and finishing material of Clause (4), Chapter 4.1 and the types having effects on perception of Clause (1) and the atmosphere having effect on that of Clause (2) were found to be major factors to attention and interest. Second, it was found out that women preferred horizontally stable partition and men clearly divided facades. The factor of shape was observed first among the constituents of facade followed by color. There was no difference with 'shape' between men and women and color was found to be a space constituent having a lot of effects on women. Third, the memory of experience from visiting a cafe was very likely to offer the motivation of visiting it again, on which furniture had the most effect followed by finishing material and color. Such elevation elements as facade and logo were found not to have effect on the memory or the re-visit. Any intention of visiting again seemed to be influenced by such comprehensive images as atmosphere rather than by any concrete facade, furniture, or appliance. From the above viewpoint, facade design should have any uniqueness or impressive feature as well as the effect of making passers-by drop in and attracting them into the shop. The analysis of attributes of facade constituents revealed that the abstract images in addition to the configuration of facade had much to do with interest or behavior.

A Study on the Architectural Paradigms expressed in Fashion since 1990s -Focusing on the Similarity of Spatial Construction Systems- (1990년대 이후 패션에 나타난 건축적 패러다임에 관한 연구 -공간구성 방식의 유사성을 중심으로-)

  • Yang, Hee-Young;Yang, Sook-Hi
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.107
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    • pp.85-100
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    • 2006
  • Fashion related with architectural paradigms includes concept of the space utilization beyond fashions field. Such a fashions concept is able to enlarge as a spatial system like architecture. Interface between fashion and architecture is originated in thinking of the rhizome, which understands fashions field within various relationships between environment of the city and fashion. The existing construction systems of fashion is not sufficient in fashions roles as the space that wearing changing body continuously. Consequently, accommodation of architectural paradigms in fashion depends on new recognition about function and space. Architectural paradigms expressed in fashion since 1990s was classified as follows: 1 modular system of Le Corbusier & Archigram, 2 deconstruction, 3 reconstruction, 4 nomadic architecture. Such a paradigms has been easy to combination among fashion and architecture and furniture. Deconstruction and reconstruction fashion revealed process toward completion, and reappeared architectural consideration about process of change toward incompletion. There are acknowledged formative characteristics as follows: mobility, changeability, multi-function, mutual combinative, openness, and fluidity. This study shows that fashion is essential device determined city environment construction in 21C, and revels that fashion has been highlighted as a presage of new spatial economy received architectural construction systems.

Analysis on Printing Advertisements Appearing Monthly Magazines for Korean Women (여성잡지광고의 레이아웃요소와 제품생명주기에 관한 연구)

  • Lee, Kwang-Sook
    • Journal of the Korean Graphic Arts Communication Society
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    • v.20 no.2
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    • pp.107-118
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    • 2002
  • Two-page spread sheet advertising appearing on monthly women's magazine were selected and analyzed for this study. All 299 advertisements were sampled from 5 kinds of women's magazines published from January to June in 2002. The results shows that; 1) all elements of layout in advertisements are significantly related to product life cycle; 2) Similarity of layout type proposed to differentiate layout from competitor's advertisements; 3) Realistic picture of products using high technological equipments and skill occupied most of ad space. It proposed the possibility of varied illustration type; finally, Using foreign models both imported products and domestic products are increased. It shows that the level of westernized insight of current consumer.

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Adventure filming game for people in need of healing (힐링이 필요한 사람들을 위한 3D 어드벤처 촬영 게임)

  • Shin, Soyeon;Joo, Heesun;Choi, Yeonho;Choi, Jongin;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.133-136
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    • 2022
  • As the number of stress-related diseases increases due to the prolonged Corona 19, Corona Blue is attracting attention. This social background causes negative emotions due to frustration at work, changes in existing life rhythms, and blockade of economic sources, and makes us understand our era as an era in need of healing. Therefore, the purpose of this study is to propose a 3D-based adventure filming game that adventures a fantastic space and stores memories and experiences through photos. For this, important elements of healing were explored through literature study, and based on this, a game using 3ds Max and Unity was implemented. As a result of the study, the game was implemented with a filming function that contains visual elements for cute and warm healing, an emotionally approaching story, and the meaning of space. This study provides a game that can provide non-face-to-face healing to users and presents effective and important healing factors to service providers.

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Design and Implementation of Disinfection Service Platform based on MVC Pattern Using Web/App

  • Jang, Ye-jin;Jo, Yu-min;Shin, Ji-in;Jang, Yun-jeong;Jeong, Da-woon;Paik, Jong-ho
    • Journal of Internet Computing and Services
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    • v.22 no.6
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    • pp.41-49
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    • 2021
  • Due to the COVID-19 pandemic, issues related to quarantine are emerging. There are various infection prevention methods, but among them, it is certain to frequently disinfect the surface or the entire space of an object that has come into contact with the virus. However, the reality is that the number of times such disinfection is legally designated and the required number of personnel are very different depending on the building and facility. For this reason, there are no companies and systems that can professionally receive orders for disinfection work. In order to solve the aforementioned problems, this paper presents a method to design a disinfection service platform based on the MVC pattern, and implements the required functions based on this. Through this, it is possible to build a more systematic system, and it is hoped that it will be of great help to quarantine with an orderly process for disinfection work.