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      • KCI등재

        체험 전시를 위한 항공우주박물관의 전시환경 및 전시연출매체에 관한 연구

        노이경(Noh, Yi Kyung),조연주(Cho, Youn Joo),황연숙(Hwang, Yeon Sook) 한국디자인문화학회 2016 한국디자인문화학회지 Vol.22 No.4

        최근 우리나라는 고부가가치인 항공우주산업의 진흥과 관련하여 많은 정책들과 함께 미래 경제 발전을 모색하고 있으며 전 세계적으로도 우주개발에 대한 필요성이 증가하고 있다. 이처럼 향후 항공우주 분야의 발전 가능성은 무궁무진하다고 할 수 있다. 하지만 현재 항공우주 관련 시설의 공급은 부족한 실정이며, 현재 건립되어 있는 항공우주박물관들에 대한 연구 또한 전무한 실정이다. 이에 본 연구에서는 현재 건립되어 있는 항공우주박물관들의 전시영역별 연출매체 특성을 분석하여 체험전시를 위한 방향성을 제안하는데 목적이 있다. 문헌연구를 통해 이론적 배경을 고찰하고, 방문조사를 통해 사례를 분석하였다. 조사대상은 KAI 항공우주박물관, 항공대학교 항공우주박물관, 제주항공우주박물관이며, 체험을 간접적 체험, 직접적 체험으로 구분하고 평면매체, 입체매체, 영상매체로 연출매체를 분류하여 조사하였다. 본 연구의 결과는 다음과 같다. 간접적 체험과 직접적 체험을 살펴본 결과, 직접체험 보다는 대다수의 사례에서 간접체험을 중심으로 시각적 요소만을 활용한 패널과 모형 위주의 전시가 주를 이루어지고 있었으며, 항공우주에 대한 정보를 습득하고 이해하기에는 연출기법이 부족한 실정이었다. 전시연출매체의 다중 사용여부를 살펴본 결과, 항공우주박물관 건립 초기에는 대부분의 매체들이 단독으로 사용되고 있었지만 최근 다양한 매체들의 복합화가 두드러지게 나타나고 있었다. 향후 보다 다양한 전시매체의 활용을 통해 관람객 스스로가 흥미를 가지고 적극적인 참여를 통한 지식습득이 가능하도록 하여야 할 것이다. 전시물의 단순 관람형 전시기법에서 탈피하여 다양한 전시기법의 이용, 적극적인 체험위주의 전시를 계획하는 항공우주박물관의 적극적인 변화가 이루어져야 할 것이다. Recently South Korea has been seeking ways to push the country’s economy forward by high-valued industries such as aerospace amid the ever- increasing importance of nurturing space technology across the globe. It goes without saying that aerospace has boundless potentials. However, the reality is that the country still lacks aerospace-related-facilities not the least devoid of researches on recently built aerospace museums. This study therefore mulls over ways on the directionality of exhibitions in these new museums. This study aims to propose a direction for the exhibition experience by analyzing the characteristics of the exhibition area by directing the Aerospace Museum is currently built. The theoretical background was examined through literature studies, and cases were analyzed through visiting research. Survey is the Korea Aerospace Industries (KAI) Museum, aerospace museum in Korea Aerospace University and Jeju Aerospace Museum. They were separated by the experience indirect experience, direct experience and sorting the one-dimensional media, three-dimensional media and image media. The results of this study are as follows. By factoring in direct/indirect museum experiences, many of the exhibitions were geared toward indirect experience, focusing on visual elements using panels and replicas. Such practice however, falls far short of realizing in-depth understandings and acquisition of aerospace knowledge. By looking at frequencies of multidimensional usage on exhibition mediums, many of them were solely used to serve for one purpose from the outset but now have become more complex through a plethora of mediums in place. This calls for using a wide array of mediums to draw interests among audiences, making them to willingly learn and actively in engage in absorbing aerospace knowledge. Escaping from the old and outdated exhibition methods, changes must be done through manifold exhibitions, focused on experiential displays in these aforementioned aerospace museums.

      • 시각장애인의 공간인지 특성을 고려한 전시공간 실내환경요소 분석

        노이경(Noh, Yi-Kyung),백선정(Baek, Sun-Jung),황연숙(Hwang, Yeon-Sook) 한국실내디자인학회 2017 한국실내디자인학회 학술대회논문집 Vol.2017 No.10

        In recent years, social movements have begun to allow disabled people with disabilities to visit the exhibition hall comfortably without inconvenience, and interest in exhibiting for the visually impaired, which is the weakest in the exhibition space, is being raised. In this study, based on the spatial cognitive characteristics of the visually impaired, we conducted an on-site visit to S Gallery and Our eye gallery which are currently planned for the visually handicapped in Korea. The spatial cognitive characteristics of the visually impaired were extracted by visual, auditory, and tactile senses. In the case of visual perception among the spatial cognitive characteristics, all the cases had enough movement lines for the visually impaired in the exhibition space, but the color contrast and illumination contrast appeared to be very small. In the case of hearing, noise cancellation was performed, but the voice guidance device and the voice guidance of the work which can enhance the convenience of the exhibition did not appear. In the case of tactile sense, the provision of tactile information that can recognize the inside of the exhibition hall is very insufficient.

      • 유휴 산업시설을 활용한 문화예술공간에 나타난 업사이클링 디자인 표현특성에 관한 연구

        노이경(Noh, Yi-Kyung ),심연근(Shen, Yanqin),김현정(Kim, Hyun-Jnng),황연숙(Hwang, Yeon-Sook) 한국실내디자인학회 2016 한국실내디자인학회 학술대회논문집 Vol.2016 No.10

        Thanks to the recent structural changes seen in industries, industrial facilities that lost its function and remained idle have transformed into a potential resources generating beyond physical merits and ample ways of astounding resources such as urban regeneration and many more. When applied with Upcycling design, the endeavor to urban-regeneration can be achieved ,substantially. This study is divisible by five categories that make up Upcycling design including its sustainability, variability, creativity, public utility, and historical value. Having go through the usage of an idle industrial facility now used as a community center, the building ceased to exist simply as the recycled structure. Although its likelihood of variability still remains intact for cultural-arts space, creativity and historical value were less-pronounced. Therefore, it is imperative to actualize plans to create symbolic yet unique images of a structure that goes beyond its recycling purpose otherwise become a landmark structure in the respective area.

      • KCI등재

        대학의 교양과목을 활용한 인성교육 프로그램의 효과연구

        노이경 ( Yee Kyung Noh ) 서강대학교 학생생활상담연구소 2016 人間理解 Vol.37 No.2

        본 연구는 대학생 대상의 인성교육 프로그램이 심리사회적 성숙성과 자존감, 대인관계능력에 효과가 있는지를 검증하기 위한 목적으로 수행되었다. 프로그램은 구조화된 집단상담 형식의 교과목으로, 총 14회로 구성되었으며 한 학기동안 매주 1회 2시간 수업으로 진행되었다. 프로그램 효과를 검증하기 위하여, 교양과목을 수강한 학생들 중 80명을 실험집단으로, 수강하지 않은 학생들 27명을 통제집단으로 심리사회적 성숙성, 자존감, 대인관계능력 질문지를 사 전-사후에 실시하여 집단간 비교 검증을 하였다. 연구결과, 실험집단은 통제집단에 참가한 학생들보다 심리사회적 성숙성과 자존감, 대인관계능력에 있어 유의미한 점수 변화가 있었다. 특히 심리사회적 성숙성은 하위요인 7개 중 자기실현 및 일에 대한 헌신, 사회적 책임감, 존중과 배려, 심미적 감수성, 가족애와 관계지속성의 5개 하위요인에서 뚜렷한 점수의 향상이 나타났다. 대인관계능력은 다섯 개 요인 중 처음관계맺기, 권리주장, 자기노출의 세 요인에서 유의미한 점수 향상이 있었다. 이러한 결과로 볼 때, 인성교육을 목적으로 개발된 체험학습 위주의 교양강좌는 심리사회적으로 성숙된 면을 증가시키고, 자존감을 향상시키며 대인관계능력을 개선시키는 데에 효과가 있음이 입증되었다. This study aims to investigate the effect of a college character education program on the psychosocial maturity, self-esteem and interpersonal competence. The program, consisting of 14 chapters of group training, was designed for a liberal arts course. 80 students who took the course composed the experimental group, while 27 students who didn`t take it composed the control group. The effects of the program were analyzed by treating Psycho-Social Maturity Scale, especially, the Self-esteem Scale and Interpersonal Competence Questionnaire, as the dependent variables in a repeated measures preand post-test design. The result showed that the character education program helped to significantly improve and develop students` psycho-social maturity, self-esteem and interpersonal competence.

      • KCI등재

        디지털미디어 전시환경에서의 어포던스디자인 요소별 선호에 관한 연구

        노이경(Noh, Yi-Kyung),남경숙(Nam, Kyung-Sook) 한국실내디자인학회 2017 한국실내디자인학회논문집 Vol.26 No.5

        Recently, as human-centered design and humanization of space accelerates, the concept of physical space is changing to user-centered space. In particular, in the case of exhibition space to utilize digital media, visitors’ actively experiencing exhibits and participating exhibition are regarded as an important factor, thus affordance design serves as a crucial factor to afford satisfaction with exhibition space to the visitors. Accordingly, the study is to understand the concept of the affordance and the digital media exhibition environment and to analyze the preference for each affordance design factor in the digital exhibition environment. The survey is conducted to people in the twenties who inhabit Seoul and the metropolitan area, familiar with the digital media. The results of the survey show that the most important role of the digital media in the exhibition environment is to create the atmosphere for concentration and complexity is the most preferable among interactivity, network ability and complexity, the feature of the digital media. Additionally, the results reveal that cognitive affordance presenting the feature of design to help the user when he/she want to know something is the most preferable among sensory affordance, physical affordance, cognitive affordance and functional affordance and as the time exposed to the digital media increases the importance of the affordance design is high. As the digital environment is common now in many fields, it will be regarded as a crucial factor to the visitors of an exhibit hall from now on whether affordance design is used.

      • 2D그래픽을 활용한 표현기법 교육사례

        노이경(Noh, Yi-Kyung),안상녕(Yan, Xiangning),황연숙(Hwang, Yeon-Sook) 한국실내디자인학회 2018 한국실내디자인학회 학술대회논문집 Vol.20 No.2

        It is important to visualize and plan design direction and concept in interior design process. Effective layout can easily understand design intent. Design results for effective presentations should be based on aesthetics, functionality, and formative feature. The resulting excellent visual image results can attract attention and interest. In this study, we studied design process for effective image editing in editorial design course using computer graphics software, Photoshop program. Editorial design is a practical course. However, after practicing the theoretical lesson, I practiced it. The results were submitted after each week`s practice. In this lesson, it became possible to express the ideas derived from free ideas using Photoshop tool which is 2D graphic software. In addition, the ability to present images through effective image graphics has improved the significance of the subject.

      • KCI등재

        체험위주의 생활밀착형 전시 공간디자인에 대한 연구 -서울시립과학관 어린이 체험공간을 중심으로

        노이경 ( Yikyung Noh ),권순관 ( Soonkwan Kwon ) 한국공간디자인학회 2019 한국공간디자인학회논문집 Vol.14 No.7

        (Research Background and Purpose) The Seoul Science Center is the first city science museum that the city of Seoul has established to help youth understand basic science and popularize science. It is a dynamic and changing exhibition plan, serving as a hub for Seoul's science and culture axis and as a center for exhibitions specialized in basic science. As a result of examining the distribution of visitors, the distribution of the audience of the youth, the main target floor, was high, but the number of children was significantly higher than that of the youth. Therefore, it is necessary to operate the exhibition for children who occupy a large number of visitors while maintaining the permanent exhibition hall centered on youth. Children have a characteristic of understanding and learning knowledge through experience rather than visual exhibition, and they have scientific curiosity with various phenomena that they experience through everyday life. Therefore, this study intends to examine the effective experience for children by presenting the design of life-friendly space for children in Seoul Science Center. (Research Method) Based on the understanding of experience and life-friendly exhibition through theoretical consideration, the direction of design was set. Next, the design basic plan was established through regional analysis of Seoul Science Center, analysis of exhibition visitors and SWOT. Based on this, the detailed exhibition storyline and detailed exhibition space were planned. First, the students were led to popularization of science by reinforcing science contents in daily life, and the audience was expanded to the lower grades of elementary school. Second, it is necessary to reinforce the experience for the target group expanded to elementary school students and planned hands-on experience so that direct experience exhibition can be done. In the case of hands-on experience, it was possible to display the connection with other organizations by planning as a mobile science exhibition. Third, the area of exhibition room other than permanent exhibition room was secured and the experience area of science center was expanded to increase differentiation from other facilities. Through this, the scope of the science center was expanded as a comprehensive science center that can accommodate local cultural needs. (Conclusion) Various expansion changes such as expansion of experience age, strengthening experience exhibition, and daily life of science using life-friendly science were attempted, and the potential of the science center was expanded through this. Through such various expansional changes, it will be possible to create a revisit of the science center and further expand the base of science and popularize science.

      • 국내 항공우주박물관의 전시매체 특성에 관한 연구

        노이경(Noh, Yi-Kyung),김현정(Kim, Hyun-Jnng),황연숙(Hwang, Yeon-Sook),조연주(Jo, Yeon-Ju) 한국실내디자인학회 2016 한국실내디자인학회 학술대회논문집 Vol.2016 No.6

        The necessity of aerospace development comes to the fore internationally and our country also makes effort to secure competitiveness for vitalization of aerospace in various areas. Pan-national interest and base expansion associated with aerospace are needed. However, the number of aerospace museum is insufficient and there are no researches associated with aerospace. Thus, this research aims to suggest basic material for planning aerospace-related spaces based on analysis of domestic aerospace’s exhibition method form. On this paper, analysis on museum exhibition method is performed through site visits to domestic aerospace museums, especially Korea Aerospace Industries (KAI) Museum, aerospace museum in Korea Aerospace University and Jeju Aerospace Museum. We classify exhibition method into one-dimensional media, three-dimensional media and image media, machine media according to exhibit form. The one-dimensional media are classified into panel and operations panel, and the three-dimensional media are classified into model, relic exhibition, diorama, operations model. The image media are classified into monitor, touch screen, screen, interactive image and 3D/4D/5D image and the machine media are classified into simulator and ride. Recently, there are various efforts to utilize exhibition method mainly with experience for maximizing the exhibit effect. In comparison, aerospace museum tends to has high dependance on panel exhibition among plane media and model among solid media which directly deliver the content of exhibition rather than experience-focused exhibition. In the case of recently-built aerospace museum, the number of image media usage increased remarkably and especially, the number of screen (beam projector) and touch screen usage show marked increment. In addition, usage of interactive image, simulator and ride are gradually observed.

      • 효과적인 VMD 표현을 위한 2D그래픽 교육 사례

        노이경(Noh, Yi-Kyung),유정(Liu Ting),유단경(Liu Danqiong) 한국실내디자인학회 2019 한국실내디자인학회 학술대회논문집 Vol.21 No.2

        Recently, commercial spaces have used various space production methods to raise brand awareness, away from the past sales-oriented space production. Especially, VMD strategy is actively used to visualize the brand"s identity in the interior and exterior space as well as the display of products tailored to the needs of consumers. In this study, we examined the 2D digital graphic design process to express effective VMD using Photoshop and Illustration Program, a computer graphic software. This class is a practical subject. It was conducted in the second semester of the first grade of the VMD exhibition design department. It was conducted in theory and practice according to the total 15 weeks process. After fully understanding the theoretical and reference examples required for the class, the practice was carried out after selecting individual brands. Through this class, the ability to express VMD more effectively was cultivated. Visual visualization was improved by expressing idea sketches using graphics programs, and new and impactful store production was made possible by enabling more detailed and realistic planning expressions.

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