• Title/Summary/Keyword: spatial experience

Search Result 486, Processing Time 0.028 seconds

A Study on the Expression of Interior Architecture Space by Cognitive Concept (인지적 공간개념에 의한 실내건축공간의 표현에 관한 연구)

  • 이상호;김태환
    • Korean Institute of Interior Design Journal
    • /
    • no.23
    • /
    • pp.132-138
    • /
    • 2000
  • Architecture should deviate from euclidean ideas of abstract space while helping to accommodate individual perceptions and experiences of a given space. Concepts for making space should be cognitively processed. The process of gathering information from the environment represents a new spatial concept as expressed in the cognitive structural relationship between the environment and the individual as the subject of architecture. Additionally, the cognitive experience of space is primarily perceived visually, and visual perception is the basis for information-gathering and decision-making. Therefore architecture should be excluded from the conceptual focus on the existing space design rules, being expressed instead in experimental architectural spaces connected to subjective human experience. While some research has been done on this topic regarding architecture, further study is required in the area of interior design. This study proposes the possibility of composing effective living space through an investigation of cognitive space concept theory and expression elements, and includes a case study of Interior architectural spatial analysis.

  • PDF

Video Game Experience and Children's Abilities of Self-Control and Visual Information Processing (전자오락경험과 아동의 자기통제력 및 시각정보처리능력)

  • Yi, Soon Hyung;Lee, So Eun
    • Korean Journal of Child Studies
    • /
    • v.18 no.2
    • /
    • pp.105-120
    • /
    • 1997
  • The purpose of this study was to investigate children's abilities of self-control and visual information processing based on their experience with video games. Participants, divided by prior exposure to video games, were 44 seven-year-old and 48 eleven-year-old boys. The impulsive tendency of children was measured through the MFFT and The delayed satisfaction test. Visual information processing ability was assessed through perceptual speed, mental rotation, and spatial visualization tasks. No differences were found between more-and less-video-game-experienced boys. Significant differences, however, were found in visual information processing abilities. More experienced boys performed better in mental rotation and spatial visualization tasks than less experienced boys.

  • PDF

A Study on the Logics and the Meta-design of a Public Restroom "Between you & me" (공공화장실 "Between you and me" 의 작업논리와 메타디자인적 성격에 대한 연구)

  • 오창섭
    • Korean Institute of Interior Design Journal
    • /
    • v.13 no.3
    • /
    • pp.93-103
    • /
    • 2004
  • This thesis aims to show the design logics and the meta-design of a public restroom "Between You and Me." This work reinterprets a public restroom regarded as the typical public space by means of spatial agency's influences, on the assumption thor spatial agency controls the properties of public space. This thesis examines our representational system against the public space, and our specific experience in it with the conceptual model of meta-design. Meta-design is a design beyond the design usually we think of. Experiential meta-design, "Between You and Me" presented as the object of this thesis, is a constructive design project which converts our negative perception of the restroom to a new one, "interface." This project, composed of the surrealistic spatial arrangement, urges us to reconsider our fixed thoughts of the restroom and try a creative experience in it. Finally this thesis shows how the space's way of existence fixes our acts and thoughts, and what enables the repetitive acts and thoughts often emerged In our relations with the public space through a meta-design.c space through a meta-design.

A Study on the Characteristics of Numinose appearing in Jeongjeon of Jongmyo (종묘 정전에 나타나는 누미노제(Numinose) 특성 연구)

  • Cho, Eun-Whan;Lee, Chan
    • Korean Institute of Interior Design Journal
    • /
    • v.25 no.5
    • /
    • pp.3-15
    • /
    • 2016
  • Between various ideological experiences, such as spatial, artistic and religious experiences, a consistent and transcendental sense exists, which is difficult to systemize or establish, in all the senses human beings experience. It shows that the depth of essence may be much deeper than that of religion or science in limits of humans' thinking and experiences. On the premise that we need to rationally understand and systemize such a sublime experience, it is thought that we will be able to expand the system of our senses through a new approach breaking away from the previous concepts used to interpret a spatial experience. Rudolf Otto, a German philosopher and comparative religion scholar, explains such an essential sense through Numinose Theory. As his theoretical analysis and approach are used to explore the mechanism of such a transcendental emotion, which is impossible to express with such words as 'sanctity', 'sublimity' and 'reverence', from various perspectives, but intend to exclude dogmatic logic. Therefore, they seem to become new and useful tools in aesthetically understanding space design and objects of arts. Thus, this study aims to examine what value Numinose Theory has in the aspect of understanding space design, based on which this study intends to use the Numinose concept as a concept of interpreting 'Jongmyo Jeongjeon'.

A Study on Spatial Perceptions and Behaviors through the Perception Phenomenon of the User - The Relationship between Spatial Perception and User Behavior - (사용자의 지각 현상을 통한 공간인지 및 공간행위에 대한 연구 - 공간인지와 사용자 행태와의 관계 -)

  • Kim, Ga-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.5
    • /
    • pp.143-151
    • /
    • 2013
  • As we recognize the space, humans will experience a process to synthesize elements of cognitive various methods, come to understand the environment. It is intended that on humans to recognize the space, it is intended to act directly under study how to recognize. Humans can know that the determining action based on the values and physical condition, based on the space in which they have been recognized, there are differences in the behavior of the human as a result. Social and arrangement of components - physical region that is cultural difficulties constitute experience specific areas therein. Space for human activities and human, can know that it is not a memory of human behavior, to have a closer relationship with human perception. That is, the description will be aware of the space via the perceptual phenomenon of man due to physical elements performed in the space, what acts about what happens. Through an understanding of the potential for this, and emotion space production consisting only of physical visual element future, and use act of the area to be expressed from his recognition, through the expansion of the perceptual elements, diverse experience richer and more it is a case where deemed necessary access space configuration capable of a broad depth study of this portion is happening, in order to constitute a space, a new interpretation for human behavior is progressing.

A study on design trend in rural amenity planing shown in Rural Amenity Design Competition (농촌 어메니티 환경설계 공모전을 통해 본 농촌환경설계 경향 연구)

  • Kim, Eun-Ja;Kim, Sang-Bum;Yun, Hee-Jeong;Kang, Bang-Hun;Lee, Jeung-Won;Lim, Chang-Su;Lee, Seung-Yeon
    • Journal of Korean Society of Rural Planning
    • /
    • v.15 no.4
    • /
    • pp.11-17
    • /
    • 2009
  • Rural Amenity Design Competition is opened every year since 2003 having an intention of improving spatial design and planning of rural area through developing values of rural amenity resources and applying in that area. The subject of this competition is broad and there's no limit in locations so that various solutions and original ideas could be proposed. This research examined 165 prizewinning works of the competition and analyzed the locations and areas, aims, main resources, spatial planning contents and experience programs to find out trends of rural spatial design. According to the study, the prizewinning works tends to 1) include spatial plan for an existing village planning, 2) aim rural tourism for citizens and increasement of resident's incomes, 3) develop vegetation and agricultural resources, 4) plan for natural landscape, commercialization of local special productions and agriculture, and 5) propose ecological experience programs. The same theme of the competition repeated every year had led to advanced design skills but also a stagnant of design contents. A subject and a main goal of the Rural Amenity Design Competition should be departmentalized each time hereafter to make for the weak points and propose progressive direction for the rural spatial design.

Space Design Marketing of Floating Architecture and Its Spatial Demands (플로팅건축물의 공간디자인마케팅과 공간수요 예측)

  • Pak, Sung-Sine
    • Journal of Navigation and Port Research
    • /
    • v.39 no.4
    • /
    • pp.329-334
    • /
    • 2015
  • Currently, image of floating architecture has been positively improved based on the normalization of a domestic representative floating building 'Some Sevit'. Features of the floating architecture are as follows: special experience (29.9%)> landmark (27.6%)> enjoyment of marine culture (21.5%)> center for tourism and regional development (16.0%)> eco-friendly space solving global warming (4.8%). Floating building has a distinctive image and at the same time offers a unique spatial experience to the public. Therefore, space design marketing of floating building is a communication process to exchange its spatial identity and image between the local government and the public, the corporation and customers. It is essential for the effective space design marketing that the spatial demands should be reflected into its program such as commercial, cultural and marina facilities. The unification of project leader and operator is also important. The transformed conditions would help the construction market to be active in the future.

Moderating Effects of Mindset Types on the Relationship Between Experience and Perceived Quality in VR Contexts

  • KIM, Juran;BAE, Joonheui;KANG, Seungmook
    • The Journal of Industrial Distribution & Business
    • /
    • v.13 no.11
    • /
    • pp.21-30
    • /
    • 2022
  • Purpose: This study investigates the moderating effect of mindset types on experience and perceived quality in virtual reality (VR) contexts and identify the relationships among mindset types, experience, perceived quality, attitude, and purchase. Research design, data and methodology: Using a survey, a total of 250 participants were recruited from South Korea. Participants were asked whether they have been VR users who had experienced VR before participating in the survey. We used the partial least squares method to test the hypotheses based on structural equation modeling. Results: The results show that experience, including spatial, reality, and sensory experiences, has positive effects on perceived quality. Additionally, the mindset moderates the relationship between experience and perceived quality such that consumers with experience are more likely to have greater perceived quality when they have a growth mindset compared to those with a fixed mindset. The VR context's perceived quality exerts positive effects on attitude toward the VR context, while attitude has positive effects on purchase intention. Conclusion: We suggest that the consumer's mindset might work as an essential moderating factor that influences the relationship between experience and perceived quality. Our findings can help marketers plan promotion strategies more effectively and cater to the different objectives of their contexts.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
    • /
    • v.21 no.5
    • /
    • pp.704-713
    • /
    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

A Study on the Experience and Satisfaction Level of the Apartment Interior Design - Focused on the Apartment Model House in Ulsan City - (아파트 실내 공간 체험과 만족도에 관한 연구 - 울산지역 모델하우스를 중심으로 -)

  • Kim, Jung-Keun
    • Korean Institute of Interior Design Journal
    • /
    • v.18 no.6
    • /
    • pp.20-27
    • /
    • 2009
  • This study aims to understand the consumer consciousness of the interior design by experiencing the interior space of the model house provided by the construction company. For this, the author investigated the spatial images about the apartment interior design and the satisfaction level depending on the experiential elements. Survey questionnaires were distributed to people who visited six model houses. Subjects were asked about the experience about the interior space of the model house. Their response to the experiential elements was analyzed with 5-point Likert scale and was computed as frequencies, percentages, and means. For the spatial image characteristics, adjectives were substituted for the image scales. As a result, the author found out the following: First, the interior space was commonly directed to the soft image, which was mixed with modern, noble, decent, dynamic and natural styles depending on the companies. The trend of each interior design basically had static, soft and vague images, and partially had two kinds of tendencies: the one was mild and natural, and the other was modern and elegant. Second, as the strategic modules of the experiential marketing, five experiential elements were investigated to find the satisfaction level through the model house interior space. The emotional element got the highest point followed by the cognitive element and the active element, while the sensible element and the relative element got the lowest point. Third, consumer response was generally positive toward the model house interior design provided by the construction company. It is necessary to make up for the design that can give an aesthetic pleasure with familiar images, rather than give a firm recognition about the design.