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  • Berlin International  (4)
  • SRB Cottbus
  • Hist. Museum Berlin
  • SB Herzberg
  • Academic theses  (4)
  • 1
    UID:
    kobvindex_INT60796
    Format: 50 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: Childbirth is a significant experience in a woman's life, and the well-being of expectant mothers during pregnancy and labor is crucial. Hospital and clinic interiors, while prioritizing medical aspects, also play a role in contributing to patients' spiritual well-being. This bachelor's thesis explores how interior design with organic design features can influence the well-being of birthing women, the birth process, and promote a positive perception of psychological comfort for patients. The focus is on birth centers, labor rooms, and the use of curvilinear design elements to transform cold hospital-like spaces into warm and comforting environments for a positive childbirth experience. A qualitative method will be employed, examining the history of birth environments, the impact of interior design elements, and conducting a multiple case study to identify positive and healing interior architectural aspects. Keywords: childbirth, interior design, organic design, curvilinear elements, birth centers, labor rooms, well-being, medical facilities.
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1) Introduction 2) Historical Progression of Birth Environments 2.1) Home Birth 2.2) from Home Birth to Hospital Birth 2.3) Hospital or Birth Center? 2.4) Modern Birth Environments 3) Design Features to Improve Patient's Well-being 3.1) Organic Design Definition and Strategies 3.2) Table of Medical Concerns 3.3) Table of Interior Design Aspects 3.4) Evaluation of the Tables 4) Design Feature's Multiple Case Study Analysis 4.1) Medical Facilities With Curvilinear Design Examples 4.2) Comparative Analysis 5) Design Project 5.1) Concept 5.2) Design 6) Conclusion list of Figures list of Appendices bibliography
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    kobvindex_INT60929
    Format: 79 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AUTHOR-SUPPLIED ABSTRACT: Abstract The gaming industry has witnessed a significant surge in popularity owing to technological advancements. Game developers leverage innovative techniques such as intricate light and spatial design to create more realistic gaming experiences. This has enabled players to feel fully immersed in the game, moving through the created space as if they were physically present in said environment and is particularly evident in the horror genre, where the overall atmosphere plays a crucial role. The objective is to create an environment that closely resembles the real world while intentionally deviating from reality in specific ways to elicit an emotional response from the player. The research aims to offer a deeper look into designers' ability, be it game or interior, on how atmospheres are created and how these strategies can be applied to game design. Further, this research should examine how the atmosphere enhances the gaming experience and to what extent designers can contribute to that or translate it into their profession. Keywords: gaming industry, technological advancements, game design, light design, spatial design, immersion, horror genre, atmosphere, emotional response, gaming experience, designers, interior design
    Note: DISSERTATION NOTE: Master of Arts thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Abstract...................................................................................... 1 ii. Introduction............................................................................... 2 2.1. Problem Statement............................................................ 3 2.2. Aims............................................................................... 3 2.3. Approach and Methodology................................................ 4 iii. Semantic and Symbolic Recognition Features........................ 5 3.1. Symbols in Video Games................................................... 8 iv. Colours..................................................................................... 9 4.1. Newtons and Goethes Colour Wheels................................. 9 4.2. Colours and Their Meaning............................................... 10 volumes Human Perception................................................................. 13 vi. the Uncanny.......................................................................... 19 6.1. Childhood Fears and Horror Games................................. 22 6.2. Translation of Fear Onto Survival-horror Video Games...... 24 6.3. Why Do We Play Horror Games?........................................ 25 6.4. to Expect the Unexpected................................................ 26 vii. Atmospheres......................................................................... 28 7.1. What Is Atmosphere and How Is it Perceived?.................... 28 7.2. How Are Atmospheres Created?........................................ 30 7.3. Atmospheres and Sound.................................................. 32 7.4. Atmospheres in Video Games........................................... 32 viii. Case Studies......................................................................... 35 8.1. Little Nightmares Ii......................................................... 35 8.2. Amnesia - Machine for Pigs............................................. 41 8.3. Layers of Fear................................................................. 47 8.4. Case Study Conclusion.................................................... 52 ix. the Project - Interactive Exhibition of Fears......................... 53 9.1. Idea and Site................................................................... 53 9.2. the Design...................................................................... 53 9.2.1. the Reception and Waiting Rooms............................... 55 9.2.2. the Doll Room......................................................... 56 9.2.3. the Door Room......................................................... 58 9.2.4. the Knife Room......................................................... 60 9.2.5. the Mirror Room........................................................ 62 x. Conclusion.................................................................................. 64 ii. References................................................................................. 66 iii. List of Figures......................................................................... 76
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    kobvindex_INTbi00005236
    Format: 50 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: Childbirth is a significant experience in a woman's life, and the well-being of expectant mothers during pregnancy and labor is crucial. Hospital and clinic interiors, while prioritizing medical aspects, also play a role in contributing to patients' spiritual well-being. This bachelor's thesis explores how interior design with organic design features can influence the well-being of birthing women, the birth process, and promote a positive perception of psychological comfort for patients. The focus is on birth centers, labor rooms, and the use of curvilinear design elements to transform cold hospital-like spaces into warm and comforting environments for a positive childbirth experience. A qualitative method will be employed, examining the history of birth environments, the impact of interior design elements, and conducting a multiple case study to identify positive and healing interior architectural aspects. Keywords: childbirth, interior design, organic design, curvilinear elements, birth centers, labor rooms, well-being, medical facilities.
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1) Introduction 2) Historical Progression of Birth Environments 2.1) Home Birth 2.2) from Home Birth to Hospital Birth 2.3) Hospital or Birth Center? 2.4) Modern Birth Environments 3) Design Features to Improve Patient’s Well-being 3.1) Organic Design Definition and Strategies 3.2) Table of Medical Concerns 3.3) Table of Interior Design Aspects 3.4) Evaluation of the Tables 4) Design Feature’s Multiple Case Study Analysis 4.1) Medical Facilities With Curvilinear Design Examples 4.2) Comparative Analysis 5) Design Project 5.1) Concept 5.2) Design 6) Conclusion list of Figures list of Appendices bibliography
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    UID:
    kobvindex_INTbi00005291
    Format: 79 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AUTHOR-SUPPLIED ABSTRACT: Abstract The gaming industry has witnessed a significant surge in popularity owing to technological advancements. Game developers leverage innovative techniques such as intricate light and spatial design to create more realistic gaming experiences. This has enabled players to feel fully immersed in the game, moving through the created space as if they were physically present in said environment and is particularly evident in the horror genre, where the overall atmosphere plays a crucial role. The objective is to create an environment that closely resembles the real world while intentionally deviating from reality in specific ways to elicit an emotional response from the player. The research aims to offer a deeper look into designers' ability, be it game or interior, on how atmospheres are created and how these strategies can be applied to game design. Further, this research should examine how the atmosphere enhances the gaming experience and to what extent designers can contribute to that or translate it into their profession. Keywords: gaming industry, technological advancements, game design, light design, spatial design, immersion, horror genre, atmosphere, emotional response, gaming experience, designers, interior design
    Note: DISSERTATION NOTE: Master of Arts thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Abstract...................................................................................... 1 ii. Introduction............................................................................... 2 2.1. Problem Statement............................................................ 3 2.2. Aims............................................................................... 3 2.3. Approach and Methodology................................................ 4 iii. Semantic and Symbolic Recognition Features........................ 5 3.1. Symbols in Video Games................................................... 8 iv. Colours..................................................................................... 9 4.1. Newtons and Goethes Colour Wheels................................. 9 4.2. Colours and Their Meaning............................................... 10 v. Human Perception................................................................. 13 vi. the Uncanny.......................................................................... 19 6.1. Childhood Fears and Horror Games................................. 22 6.2. Translation of Fear Onto Survival-horror Video Games...... 24 6.3. Why Do We Play Horror Games?........................................ 25 6.4. to Expect the Unexpected................................................ 26 vii. Atmospheres......................................................................... 28 7.1. What Is Atmosphere and How Is it Perceived?.................... 28 7.2. How Are Atmospheres Created?........................................ 30 7.3. Atmospheres and Sound.................................................. 32 7.4. Atmospheres in Video Games........................................... 32 viii. Case Studies......................................................................... 35 8.1. Little Nightmares Ii......................................................... 35 8.2. Amnesia - Machine for Pigs............................................. 41 8.3. Layers of Fear................................................................. 47 8.4. Case Study Conclusion.................................................... 52 ix. the Project - Interactive Exhibition of Fears......................... 53 9.1. Idea and Site................................................................... 53 9.2. the Design...................................................................... 53 9.2.1. the Reception & Waiting Rooms............................... 55 9.2.2. the Doll Room......................................................... 56 9.2.3. the Door Room......................................................... 58 9.2.4. the Knife Room......................................................... 60 9.2.5. the Mirror Room........................................................ 62 x. Conclusion.................................................................................. 64 ii. References................................................................................. 66 iii. List of Figures......................................................................... 76
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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