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      • 감성적 체험 사이버 커뮤니티 환경구축을 위한 연계연구 : 전략적 체험 멀티미디어 컨텐츠 구성을 중심으로 The specific study on the composition of the strategic experiential multimedia contents

        조벽호,정유리 홍익대학교 산업디자인 연구소 2003 미술디자인 논문집 Vol.- No.8

        The Form of [NEXUS] is that two theses made by process of two different scope are going to one goal for objectifying explanation about various properties and verifying property of thesis. This [NEXUS] study is organized in two different subject(Free & Field) and one (OPUS) made by [NEXUS]. This thesis purpose is that we embody one powerful communication theory through Free, the meaning of the object and Field , the meaning of place and design [Entire_Ex. Society] in on-line cyber space, [Meta World]. Generally for constructing cyber community, we must satisfy four strategic points, 'Subject, Contents, Area, Media'. So we set up two subject point(Subject-Contents, Area-Media) of [NEXUS], and progress our theses. For constructing [Entire-Ex. Society], we advance each thesis in two specific subject, Strategic Experiential Multimedia Contents(by Chung yu ree)' and Emotional Experiential web solution system(by Kim soo hong)' It is as follows the predicative way of 'The Specific Study on the Composition of the Strategic Experiential Multimedia Contents' In the chapter 1, this study shows purpose, range, process, method and background of study. In the chapter 2, this study describes the correlative study of micro life style [VALS] and strategic experiential modules [SEMs], and then suggests experiential contents trend. In the chapter 3, after analyzing composition and character of existing cyber space using experiential boundary modules [CONVENTION] materialized by [VABA_STRAM), this study suggests logicality about new conceptional contents trend. In the chapter 4, through 'COSEG analysis' and Brand Identity Construction Process this work extract synopsis of contents structure about new contents area, Fact. Imagination. Emotion. Relationship' In the chapter 5, by means of 'experiential contents methodology' and 'Emotional Experiential web solution system construction methodology', we design definite cyber space of [Entire_Ex. Society]. In the chapter 6, on the basis of the preceding part, this study try to propose developmental possibility about emotional efficient experiential factors in on-line cyber community and examine throughly the questions of the conclusion.

      • 유비쿼터스 환경과 미래주거의 변화고찰

        조벽호,김민정 홍익대학교 산업디자인 연구소 2004 미술디자인 논문집 Vol.- No.9

        Residential surroundings not only affects our live, also how we live affects residential environments. Especially the rapid development of science and technology lead residential environments to have lots of changes and chances. Ubiquitous computing environments after internet environments are closely connected with our ways of living and residential environments in terms of combination of space and technology. Ubiquitous computing environment is an idea of supporting residents' activities and environments by numerous small size of smart computing chips connected together and invisible in the air. It is more than simply a technological issue but leads new ways of communication and cultures and so on. When we divide the changes of future residential environments into four factors such as 'hybridization', 're-construction', 'rising spatial value'. 'physical components', we can reach four important conclusions about future housing environments through analysing examples. Firstly, hybridization and re-construction are showing in space order system. Secondly, the value of space is rising as house play various roles such as education, play, care, work, relaxation and so on. To the third, space is reconstructed as residents' wants and high technologies. Lastly, physical components in space are changing into LCD panel of walls and ceilings so that virtual space and real space are connected. Moreover, physical components are expected to consider conservation of nature as ubiquitous environments are introducing into housing. This study focuses on analysing and expecting the changes of future residential space components through many housing examples that are introducing ubiquitous computing environments and identifying future housing from the view of ubiquitous environments. However, there is the limitation of defining conclusion by analysing examples. As ubiquitous computing system is introduced into real space, the changes of space and designer's role should be considered importantly.

      • 중간영역적 사이공간의 적용을 통한 커뮤니티의 형성에 관한 연구 : 터미널의 비스타 중심으로 Focused on vista of Terminal

        조벽호,박운성 홍익대학교 미술디자인 · 공학연구소 2005 미술디자인 논문집 Vol.- No.10

        Although a city is demarcated and maintained with the background of plan principle and theoretical philosophy today, the city has grown over a long period of time, say hundreds of years, rather than it has been developed as intended in advance. Because of such as slow developing pace, physical environment can be constantly adjusted and adapted in line with the city functions. A city is not the goal itself, but a tool to be formed according to its use method. The medium to combine the part and whole in forming such city space is the place. The path of in between space with intermediary scope attribute is a part of large scale city environment place and network, and it plays a role to divide many residential areas and also functions as a supplementary role connecting the buildings in dry environment for the circulation of network. Even though the place becomes the beginning of external space centered on the buildings of city space, the path with intermediary scope attribute plays a functional role as structure forming the city; however, the path to humans functions as a existing arena as intermediary scope space, which cannot be seen as simply public space from the city perspective. Looking into the features of today's society, especially the features of modern city were greatly handled. As urbanization and networking progress, most buildings are produced in the cities; the reason is because many architects pay attention to therelation change between architecture and city and the change of living style of city people. There are various trends presenting new alternatives by urban environment scholars or architects. Kevun Lynch (1918~1976) concretely explains the city types of five methods as a means to analyze city in "The Image of City:" Path, edge, district, nodeand landmark Space that actualizes the results of new tools (methods) by regarding those as the process of forming space will be formed and built. These five are the city types already drawn by Lynch, and he predicted the places where the image of city will change. These are the terms to express the images of city, and the drawings accordingly are the diagrams. The analysis of Lynch is possible to be applied in the space building process indicated in the dual mixture of city space in the modern society mentioned in the main body. Also the mixture of complex structure is needed as a tool to express the content and shape. City space is the changeable thing. If it copes with the changing environment, the design meaning and possibility provided to us by the formation of city space and interior space in regards with the methodological solution used as an active tool in the interior design that integrates the diagram, after making a variety of information in the modern society regarding programmed datascape formation by the data analysis of physical and non-physical city space shown in the modern society in terms of building activities database and after transforming it to diagram is to be shown.

      • 製品計劃ㆍ소트웨어(thought-ware)規範解析 : 製品開發ㆍ交叉思考를 中心으로 Centering on the Cross ConceptㆍProduct Development

        趙璧鎬 弘益大學校 1987 弘大論叢 Vol.19 No.1

        Today the marketing oriented trend puts a great significance on the public social value of consumer sovereignty economic, that is, direction of all effort and attention to the ultimate and consumer satisfaction'(Edgar W. Nelson) and 'creation and delivery of a standard of living' (M.P. McNair). This meaning of norm is to be seen as a lasting activity to decide the products assortment taking into account buyer's preference, buying motive and buying habit, and to govern the modification of product policy. There are, in those norm-activities, the systematic activities performed with a lot of people's cooperations in every sequence of each activity and a series of thought process. Required is a firm 'thought-ware' which gives the profit to an enterprise and the benefit to a consumer by controlling those norms and allowing the right course. In this point of view, the purpose of this study is to examine the compatibility relationships between the strategy-thought of 'norm level'(social level, managment-level, strategy level and tactics level) which attaches great importance to hierachy management efficiency and the cross-concept of 'norm track'(product track, marketing track and communication track) which regards as of great importance to parallel through efficiency, and is to interpret the norm-track. thought-ware which is most closely linked with the product development as a consistennt norm thought. Accordingly rule to the product idea, the product concept and the creative concept of 'norm track' dividing the phase relations of those norm thoughts into the norm aspect, the conception aspect, the method aspect and the strategy aspect, and analyzing the inclination of coordinates. Of course, the interpreation of norm which I deal with here is of the literature deduction, beside the verifying investigation.

      • 身體像(Bodypercept) 空間認識 座標

        趙璧鎬 弘益大學校 1983 弘大論叢 Vol.15 No.1

        The landscape and identity of mankind inscribed in the space is that we, human beings, can use the abundance of our human natures only when we exert earnest effor for creating diverse circumstances. This is to provide multifarious soil such as to sprout out seeds sleeping within the human body. It is said that the communication pattern of "Cultural Memory" inscribed by such method is due to the bodily reaction or sense against physical circumstances and is to experience the world being mutually in harmony "humanity(body)" with "space (Environment)". This reaction is also to adapt to the environmental order of cultural rule and to accept "mental image" or "common sense" of social phenomenon. The most fundamental model of this type shall be "Nostalgia" of three- dimensional sense in regard of our space recognition and memories as that a child experiences when he wonders if where would be the border of this apace? while looking at the stars of sky at night. Hence this study tries to analyze the bodypercept meaning with regard to the original "space recognition propensity(sensuous symbiosis)" of human being-how does human being receive emotional effect from an individual or a community? and how does he feel pleasure, identity and space sense-than to argue on "the form of the space" or its forming propensity. This study, first, has its point on examining the process of holding meaning(after 20C), which empathy-recognition model of humanity has been formed, with the viewpoint based on the priority context concept regarding "limit" and "potentiality" as adaptable humanity, and then coming up with the aspect of "categorical adaptability" concerning Bodypercept-Recognition Propensity by analogizing and analyzing the three-dimensional Bodypercept Matrix combining mutually humanity with the space.

      • 설치미술을 적용한 공진 디스플레이에 관한 연구

        신선미,조벽호 한국공간디자인학회 2008 한국공간디자인학회논문집 Vol.3 No.3

        기술과 정보의 발달로 예술과 일상의 경계가 무너지고 있으며 사회는 점점 다원화, 혼성화 그리고 정보화의 가속화를 이루고 있으며, 서로 상응하여 발전되어 가고 있다. 설치미술은 예술의 탈 경계화를 부추기며 총체예술의 장르로서 그 근간을 이루었고, 디스플레이 역시 급변하는 정보사회를 기반으로 한 고객들의 요구에 대응하기 위해 사회?문화의 정보 제공의 창으로서 그 의미가 변화 하고 있는 추세이며 그 결과 예술 또는 다른 장르와 접목을 유도 시켰다. 이용자의 구매동기를 자극하여 판매촉진을 목적으로 이미지와 상품의 정보를 보다 시각적으로 표현하며 설치미술과 디스플레이의 만남으로 디스플레이 공간에 고객과의 소통의 공간을 제시하여 그에 발생하는 시너지효과의 기대로 인해 디스플레이의 발전을 기대를 목적으로 한다. With the development of technology and information, the boundary between art and everyday life is getting obscure and the society is getting more and more diversified and mixed. The emergence of information society is getting accelerated . As such we cannot think society and art or art and design separately or independently. They are closely related and being developed corresponding each other . Installation art crosses various genres and encourages the eradication of the boundaries. It becomes the foundation of holistic art. Display, too, changes the meaning as the window of the provision of social and cultural information in the place for sales to respond to the requirements of the customers based on rapidly changing information society. Consequently, it induces the grafting with art or other genres . For the purpose of sales promotion by stimulating the purchase motivation of the users, we expect synergy effects from the meeting of installation art and display, so to speak the meeting of art and commerce by grafting the concept of Co-evolution Communication in order to express the images and product information more visually.

      • KCI등재

        상호작용 공간의 심리·행태적 의의에 관한 연구 : 사용자 욕구 유형 분석을 중심으로

        이정민,조벽호 한국공간디자인학회 2007 한국공간디자인학회논문집 Vol.2 No.1

        21세기 인간과 디자인 간의 커뮤니케이션 환경은 인간의 자율성, 창조성이 개입되는 환경으로 변모되었다. 본고는 이런 변화에 따라 현대 공간디자인에서 주요하게 부각되고 있는 상호작용 공간에 대해 연구하였다. 공간과 사용자 간 상호작용을 디자인한다는 것은 기본적으로 사용자가 공간과의 관계에 대해 갖게 되는 욕구를 이해하고 이를 디자인 요소로 구체화함을 의미한다. 따라서 본 연구는 상호작용 공간이 사용자에 대해 발휘하는 심리·행태적 가치에 대해 고찰하였으며 특히 사용자 욕구를 중심으로 그 유형 및 이를 실현한 사례를 분석하였다. 1장은 서론으로 연구배경, 목적, 내용, 방법에 대해 정리하였다. 2장에서는 상호작용 공간의 심리·행태적 의의를 인간의 욕구와 관련하여 고찰 하였다. 3장에서는 상호작용 공간에서의 사용자 욕구 유형에 대해 분석하였다. 4장에서는 각 유형에 적합한 사례를 제시, 분석하여 3장의 유형분석에 대한 증거를 제시하였다. 5장은 결론으로 연구 결과의 의미 및 미래 연구 과제를 제시하였다. In the new millenium, values are moving from quantitative and material orientation to qualitative and non-material orientation. Methods of communication is also changing to one where more emphasis is placed on independence, creativity and interaction. As a result, the concept of interactivity, borne by users’ intellectual and behavioral values, is becoming one of the key factors in contemporary spatial design. In this research, interactivity, especially with regard to user’s needs, in contemporary spatial design was studied. Chapter 1 is the introduction. Chapter 2 explains the psychological and behavioral values of the interactive spatial design. Chapter 3 analyzes the types of user’s needs in interactive spatial design. Chapter 4 analyzes the cases of interactive space and shows how they satisfy the user’s needs. Chapter 6 is the conclusion which summarizes the main findings and topics for future research.

      • KCI등재

        해체건축의 '의미의 과잉' 비판 연구

        오훈군,조벽호 한국공간디자인학회 2009 한국공간디자인학회논문집 Vol.4 No.1

        해체는 구조와 다르며 구조는 해체의 전복적 대상이 된다. 그러나 그 둘은 대립적 관계라기보다는 내재적 작용의 관계라고 할 수 있다. 따라서 해체가 구조가 갖는 구조적 한계를 넘어설 수 있는 방법은 구조를 통한 의미의 작용을 통해서 이다. 즉1. 엘리트주의의 개념적 공간이 아닌 인터랙티브 공간개념 2. 철학적 이념뿐인 사건의 생성이 아닌 공간 콘텐츠를 통한 사건의 생성 3. 사용자와 내재적으로 작용할 수 있는 건축 4. 형태의 과잉에 따른 구조의 희생과 동일성의 반복이 아닌 공간의 구조적 밀도와 새로움의 차이 나는 반복으로의 내재적 작용의 지향은 해체건축이 추구해야할 방향성이라고 할 수 있다. 즉 해체건축의 의미의 과잉은 구조적 틀이 아닌 해체적 넘기로서, 구조와 해체가 내재적으로 작용 할 때 의미의 선물로서 해체건축에 작용되어질 것이다. In the deconstruction & structure, structure is obvious the object of deconstruction. But the two notions, structure and deconstruction are not incompatible but in the reciprocal relation. 1. Elitism concept space rather than interaction concept space 2. Only the philosophical concept of space rather than the meaning of the case space 3. Users can interact with architecture 4. The deconstruction-architecture is supposed to be based on interaction between the different repetitions of space rather than representations of identical in space.Deconstruction-architecture of Ideology-inflation is the beyond for deconstruction because is not framework structure. And that when features the deconstruction with the structure that will interact with the gift of meaning.

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