Journal of the Korean Institute of Landscape Architecture
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v.32
no.2
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pp.11-24
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2004
The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.
Lee Robert-Samuel;Kim Sang-Hee;Park Ho-Hyun;Lee Seok-Lyong;Chung Chin-Wan
Journal of KIISE:Databases
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v.33
no.4
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pp.372-383
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2006
Among the approaches to image database management, content-based image retrieval (CBIR) is viewed as having the best support for effective searching and browsing of large digital image libraries. Typical CBIR systems allow a user to provide a query image, from which low-level features are extracted and used to find 'similar' images in a database. However, there exists the semantic gap between human visual perception and low-level representations. An effective methodology for overcoming this semantic gap involves relevance feedback to perform feature re-weighting. Current approaches to feature re-weighting require the number of components for a feature representation to be the same for every image in consideration. Following this assumption, they map each component to an axis in the n-dimensional space, which we call the metric space; likewise the feature representation is stored in a fixed-length vector. However, with the emergence of features that do not have a fixed number of components in their representation, existing feature re-weighting approaches are invalidated. In this paper we propose a feature re-weighting technique that supports features regardless of whether or not they can be mapped into a metric space. Our approach analyses the feature distances calculated between the query image and the images in the database. Two-sided confidence intervals are used with the distances to obtain the information for feature re-weighting. There is no restriction on how the distances are calculated for each feature. This provides freedom for how feature representations are structured, i.e. there is no requirement for features to be represented in fixed-length vectors or metric space. Our experimental results show the effectiveness of our approach and in a comparison with other work, we can see how it outperforms previous work.
This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.
The purpose of this study was to conduct eye-tracking experiments to target large spaces and to analyze the characteristics of pupil gaze by gender. By analyzing the change of pupil size in the eye-tracking experiment, we suggest a template for objective and scientific analyses of gender observation data. Additionally, based on the difference between gender and time to pupil size change, we noted the characteristic of time that gather the visual perception data information and showed that females attend to interesting elements of visual information one to two seconds slower than males. In the initial "$1sec{\rightarrow}2sec$", the pupil size has been increased in leap condition of male and in fixed condition of female. In addition, if condition limits to fixed observation to view the change rates on gender then the pupil size of female was larger than male before 9 seconds, while male's pupil size was larger after 9 seconds. This indicates that females obtain visual information through a relatively larger pupil size during the first 1-8 seconds after stimulus presentation, while males acquire it between 10-15 seconds after input. However, based on the result that the pupil size of female was larger than male on the change of observation time, the pupil size movement on female was energized to watch more interest element after a certain period of time.
This study represents something in common and differences of organic characteristics between early modern architecture and contemporary architecture analysing F. L. Wright's Robie House and Toyo Ito's Sendai Mediatheque. A natural organic body cannot be separated from the natural environment, and each part of an architecture has each own property and forms a whole at the same time. That is a basic concept of organic architecture, and a framework for analysis is set up based on it. The followings are similarities and differences of organic concept and interpretation between Wright's Robie House and Ito's Sendai Mediatheque First, Wright' Robie house unites with the natural surrounding, using a physically close connection to the ground. In contract, Ito's Mediatheque shows characteristics of noncentural and fluidic space that are metaphorically reflecting tangible and intangible of factors in modern city, where there is an ambiguous physical boundary between architecture and urban environment. Next, floors, walls and ceilings of Wright's housing as for basic building blocks are physically separated and at the same time form formative unity from the point of view of a physical and structural organic body. And continuous flow of faces of separated walls form an organism united with the nature from a physical aspect. On the contrary to this, there is an no-boudary and floating organic architecture of integrated structure from ambiguous setting of relation between architecture and urban space in Ito's architecture. Especially, Mediatheque shows semantic integration of floating urban environmental factors through horizontal and vertical integration of horizontal slabs, vertical pipes, and skins. Last, horizontal and vertical factors of Wright' Housing is appreciated as an basic experienced structure in terms of spacial perception and fluidic inner spaces in Wright's housing is completed with a series of spatial experiences in a visual sense. On the other hand, no-boundary and floating space of Ito's architecture accept user's physical and virtual body. Especially, there is an integration transcending beyond time and space, accepting an imaginary body and events with the course of time at Ito's Mediatheque.
Journal of the Korean Institute of Landscape Architecture
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v.38
no.5
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pp.122-133
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2010
Humans desire the achievement a of sense of unity between themselves and place to create an identity of place as a realization of his or her sense of belonging. Humans develop ideas from their culture and environment to be expressed physically within the landscape through symbols. Symbols are formed within a place through the structure of the space and, more visually, through the details. The purpose of this paper is to examine the structure of space and the details of 'the Courtyard of the lions' in the Alhambra and to study how the details influence the formation of the identity of place. This paper also compares the structure and details in terms of the meaning of symbols, design languages, cultural, social and historical background and the experience of the place. The structure of the space in 'the Courtyard of the Lions' represents Paradise in the Islamic religion a common theme in the composition of traditional Islamic gardens. The design languages expressed within the structure are order, balance, accent and enclosure; the inherit meanings of the structure are religion, the natural environment and way of life. The details tell of the ideology of Paradise, royalty, nature, and praise of God, while their design languages include physical and visual continuity, accent, variation, the feeling of movement, rhythm, and depth perception. The details also express the historical background of the Dynasty of Nasrid and the style of Mudejar. The name 'the Courtyard of the Lions' was taken from the detail of the lim figures, details within the landscape which are important in building an identity of place. This study demonstrates that the details at 'the Courtyard of the lions' achieved a sense of unity between man and place. In conclusion, details have immense influence in building of the identity of place.
The aim of this study is to determine if intra-bursal morphine and Bupivacaine mixed infusion provided useful analgesia after subacromial arthroscopic operation. At the end of the subacromial arthroscopy, continuous intra-bursal infusion catheter was inserted. In a double-blind randomized trial, Sixty patients were allocated to one of two groups: placebo group(n=30) received continuous saline infusion. Study group received mixed 5㎖ of 0.5% Bupivacaine, 2㎎ of morphine and 0.05㎖ of 1/1000 epinephrine as bolus and mixed solution of 40㎖ of 0.5% Bupivacaine and 8㎎ of morphine as maintenance dose with continuous infusion pump(0.5㎖ hourly). In the placebo group, two patients were discontinued due to leakage and catheter coming out each. Intensity of pain was evaluated preoperatively and postoperatively for 3 days by 10 graded visual analogue scale. Night pain, pain on motion, sleep disturbance, lying on painful shoulder and amounts of intramuscular pain killer were recorded. Analgesic effect for pain was cleared at 1st and 2nd postoperative day and there was less sleep disturbance for 3 days postoperatively in study group. There was no difference in pain on motion postoperatively. In study group, less pain killers were used in the first 48 hours postoperatively. The continuous intra-bursal infusion decreased perception of pain at resting stage and reduced supplemental analgesic requirement for 2 days postoperatively.
The study compares busy streets with the ones that are not and finds out what makes people think the street is busy. Based on this comparison and analysis, the study reflects on measures to make streets busy. First of all, busy streets are classified into three parts: shopping zone, business zone, and the combination of the two. The study analyzes whether the street is busy due to the certain system or structure of the street or it is busy due to certain design of the street, and the analysis is done in those three categories mentioned above. The research was carried out in busy streets with similar characteristics in both Korea and Japan. Physical factors that turn ordinary streets into busy ones are focused and analyzed. The visual perception is analyzed. As a result, similarity and difference between designs of physical factors of streets in both countries are discovered. Ideal arrangement and design of physical factors that contribute to the making of busy streets are also found. Based on these data, design that makes busy streets with different characteristics is presented here.
Ostermeier's Hamlet has no particular contemporary reinterpretation. Alternately devoting to show retrospect in illusion and existence through revenging actions. However, Shakespeare's metaphorical and implicative language is dissipated and the style of the play is not an illusive space-time, but a tragic theatrical production that uses rough language to express the depth of the story. The Perfomance of Hamlet is a sensuous jumble up of a diverse range of mass media. The double roles that the actors carry out give an affect of isolation between the audience and the play itself showing both empathy and liberty. Ostermeier's Hamlet distinctively shows a post-modern performance through the prominent elements of dirt, the use of mixed genre, theatric emphasis, making an image and the fulfillment of acting. Nonetheless, Ostermeier's performance stays off the point on the breakup strategy of the post-modern drama without suspending the narrative of Shakespeare's Hamlet. Besides aiming to show a performance centered by the imagery of physical expression, his performance shows New Realism in the 1960's, showing everyday life. Ostermeier thinks, that theatre helps give contemporary people an accurate reality check in the constant unstable periods of time. Therefore, Hamlet shows post-modern physical expression and outspoken dramaturgy using the effects of mass media in New Realism without breaking up realistic narration. With being the aberration of the Castle Helsingor, the main character Hamlet, expresses lunacy and can be considered as metaphor for young adults whom are broken down and isolated from the economic system. He is a substitute for those who experience agony, anger, torment, etc. and other suppressed emotions in everyday life. With the method of direction in the portrayal of Hamlet show signs of succession in the abundant popularization of the classics by communicating with the audience by following the trend of modern mass media and audio-visual perception; emphasizing the point of the philosophical topic 'life and death,' 'life and theatre,' and 'illusion and reality.'
Journal of the Korean Institute of Landscape Architecture
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v.47
no.3
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pp.60-70
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2019
Today, Deoksugung Doldam-gil, which is a well-known area in Seoul, has become a mixed place as many places reaching a critical age have been converted into parks. However, the previous research on the Deoksugung Doldam-gil was deficient in that the user, an essential variable, was not considered when assessing the place. Based on that, this study aims to analyze and interpret the perception of the places in Deoksugung Doldam-gil and to analyze factors to further enrich the place to visitors. According to the research, the representative idea of Deoksugung Doldam-gil is "the distance you want to go" and that has influencing factors, such as vehicle restrictions and the improvement of the walking environment. The analysis of classifying the variables that make up the perception of the place, physical environments, activities and meanings showed high awareness in, "streets of green (3.95)" and "stone walls of curves (3.88)." In the category of activities, "walking activities in the inner city (4.01)" and "love and romance (3.57)" were high. These results seem to reflect the spatial characteristics of the streets and the familiar image of the place were important. Five factors were extracted from the factor analysis to provide a more detailed understanding of the place perception, the correlation between each factor, and the place atmosphere of Deoksugung Doldam-gil. These factors confirmed a high correlation between 'green landscape' and 'historicity.' This can be attributed to the fact that the analysis reflects vital space, visual experience, and free walking conditions to be important, and these variables are present in urban parks. It also indicates the long-accumulated image and behavior near the site of Deoksugung Palace, including the historical and cultural heritage. It was confirmed that the factors related to the cognitive perception of Deoksugung Doldam-gil and the formation of the atmosphere of the place were strongly recognized. It found that there was a need to reflect the value and importance of 'green' in the future as culture or in the use of preservation and management related to heritage. This study presented a direction to be noted from the perspective of a user's place awareness, but considered only a fraction of the variables that affect the multidimensional sense of place and location recognition, and thus must be supplemented in the future.
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