Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Export
Filter
  • Berlin International  (25)
  • SB Ulrich Plenzdorf Seelow
  • GB Prösen
  • SB Premnitz
  • GB Neuhardenberg
  • Starck, Adrian von  (25)
  • 1
    UID:
    kobvindex_INT0004863
    Format: 43 pages : , illustrations, plans ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE: "This paper seeks to define a potential practice for converting spaces into stages and to establish to what extent, from a designers’ point of view, can the know-hows of scenography positively exert influence on exhibition design, installation, and performance art. My goal is to study how the practice of staging has adapted to new fields of design and to analyze the contemporary approaches to stage. My objective is to launch a revitalized intellectual dialogue between different disciplines on how the use of scenographic characteristics may affect the qualities of distinct design spheres. I consider that this research will potentially provide answers about the artistic expectations of the contemporary audience and its response to the modifications that occur to such and everchanging subject like culture and art. Therefore, an analysis of design factors and visual challenges is necessary to help develop a better understanding of what the contemporary stage could be. This can then be implemented on the design of various performative shows, with the hope that it will produce a positive shift in the industry."
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Interior Design, Berlin International University of Applied Sciences, 2020. , MACHINE-GENERATED CONTENTS NOTE: 1) INTRODUCTION 1.1 Some considerations on the contemporary approach on stage. 7 1.2 Brief look into the needs and requirements of the contemporary spectator 8 1.3 Alterations and evolution of the stage 8 1.4 Aim and research questions 10 2) DEFINITIONS 2.1 Scenography 2.1.1 What is scenography in the modern sense 10 2.1.2 Constitutive elements of Scenography 11 2.1.2.1 Space or venue 11 2.1.2.2 Narrative and Storytelling 13 2.2 Performance 17 2.2.1 Participatory Performance 18 2.3 Immersive Design 19 2.3.1 Architectural Atmospheres 21 2.4 Installation Art 23 2.5 Exhibition Design 25 3) PRELIMINARY CONCLUSION 29 4) CASE STUDIES 29 4.1 Schöningen Spears Research and Experience Center 30 4.2 #MSND 32 5) PROJECT 37 6) CONCLUSION 44 7) BIBLIOGRAPHY 45
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 2
    UID:
    kobvindex_INT5470
    Format: 55 pages : , illustrations ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE : This Thesis aims to bridge the gap between the theories and application of environmental psychology for the design of a musician's project studio. By identifying the technical boundaries of the space, analysing various hypotheses and theories from environmental psychology, and underlining the needs of the users for all their activities, a model will be proposed, which can be used to design the ideal project studio for any musician.
    Note: DISSERTATION NOTE : submitted as bachelor thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2021 , MACHINE-GENERATED CONTENTS NOTE : 1 Introduction 1.1 Background 1.2 Context 1.3 Problem 1.4 Limitations 1.5 Aims and Objectives 1.6 Methodology 2 Project Studio 2.1 Definition 2.2 Activities 2.3 Rooms 3 Technical boundaries 3.1 Control Room 3.1.1 Noise Control 3.1.2 Initial-Time-Delay-Gap 3.1.3 Layout 3.1.4 Reflection-Free Zone 3.1.5 Acoustic Treatment 3.1.6 Control Room Examples 3.2 Studio Room 3.2.1 Noise Control 3.2.2 Acoustic Treatment 3.2.3 Examples 4 Environmental Psychology 4.1 Definition 4.2 Theories 4.2.1 The Stimulus-Organism-Response Model 4.2.2 PAD dimensions (Pleasure, Arousal, and Dominance) 4.2.3 Affect, Behaviour, and Cognition Psychology Theory (ABC Psychology) 4.2.4 Arousal Theory 4.2.5 Environmental Load or Stimulation approach 4.3 Application of the models to Interior Architecture 4.3.1 Model 1: Activity Categorisation 5.1 Model 1 Implementation to Project Studio Activities 4.2.2 Model 1 : Stimuli Taxonomies 5 Conclusion/Implementation to Project Studio 5.1 The Iterative Process of Musical Project 5.2 PLAN: Dominance - Flexibility - Movement - Divergent and Convergent thinking 5.2 MODEL 2: Movement 5.3 General model 5 Project Technically: 5.1 Acoustical arrangement 5.2 Psychologically: colour, texture, light 5.3 movement, spatial arrangement changing levels 4.3.1 movement 4.3.2 colour 4.3.3 changing levels 4.3.4 entrance/transitional points 4.3.5 ...? What else I implemented transitional points
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    UID:
    kobvindex_INT5479
    Format: 50 pages : , illustrations ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE : Berlin and other big cities, such as London or Paris, suffer from space shortage. Not only relating to living spaces but also leisure and cultural spaces. On the downside, there are many abandoned buildings in Berlin that are not in use anymore. For example, sanatoriums or hotels but also leisure parks and swimming baths. Sadly, there is no number or data to be found of how many buildings are abandoned in Berlin. One can only guess. Assumingly there are at least 40. As already mentioned, almost all of those places are not in use anymore, be it because of financial or authorization problems of the state or the owner, that they are listed buildings, and dealing with listed buildings require much work, or that there is purely no common interest of renovating or reusing them by the owner or neighbourhood. Even if some of the historical backgrounds the object carries with itself are problematic, all buildings once had an essential purpose for the German economy, health system, education, or leisure. For example, the old tuberculosis clinic "Waldhaus" in Berlin Pankow, the anatomical institute in Berlin Zehlendorf or the Stadtbad Lichtenberg, also known as Hubertusbad. Latter will be the space referred to in this thesis and its belonging project. Considering that many of the unused swimming baths in Berlin were once crucial for the well-being of the citizens, speaking of fitness and basic human hygiene, and now are being left to decay, it offers the question of what can be done to call attention to those places and, simultaneously, bring back some of the former purpose and history of the building. Everyone that has been to an indoor swimming pool sooner or later notices the displeasing acoustics such a place holds. Sounds and noises are intensely loud and echo from each wall of the space. Even though architects are already trying to solve the problem since swimming baths serve as a place for training and retreat, what if one tries to work with it and uses those reverberating spaces to create concert halls that may benefit from echoing surroundings? In the following thesis the question "In what extent can reverberating spaces in particular swimming baths benefit from their acoustical features to create concert halls?" will be examined and its outcome implemented in the practical part of the thesis.
    Note: DISSERTATION NOTE : submitted as bachelor thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2021 , MACHINE-GENERATED CONTENTS NOTE : Table of Contents 1. Introduction 1.1. Methodology 2. Characteristics of Swimming Baths 2.1. Challenges of Giving a Space a New Purpose 3. Acoustic Design 3.1. Acoustics in performing/concert halls 3.2. Principles 3.2.1. Absorption, Reflection, Diffusion 3.3. Reverberation Time 4. Music for Reverberating Spaces 5. Case Studies 5.1. Oderberger Hotel 5.2. Kulturhaus Neubad Luzern 5.3. Snape Maltings 5.4. Case Study Conclusion 6. Stadtbad Lichtenberg "Hubertusbad" 6.1. History of the building 6.1.1. Why did I choose the Hubertusbad 6.2. Design Idea 6.2.1. Difficulties while working with a Listed Building 6.3. Relation between Project and Topic 7. Conclusion References
    Language: English
    Keywords: Academic theses ; Case studies ; Academic theses ; Case studies
    URL: FULL
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    UID:
    kobvindex_INT0003525
    Format: 32 pages : , illustrations, plans ; , 1 supplement ( pages : ; cm). , 30 cm. +
    Content: MACHINE-GENERATED SUMMARY NOTE: "The topic of this thesis being Beyond Security: Interior Design for the airport terminal of the future, it will be discussed under the following main research question: How should an airport terminal look like in a digitalized world and what would need to be done to reach that? This question will be answered by answers to the following questions being for once Is security a technology or a feeling? and Is the airport of the future restricted to a building or rather an overarching concept?. […] The thesis will first look into the history of airports and the concept of security activities that take place in an airport, showcasing some of the current systems and concepts in place to then outline the current problems at airports. After having done that, the analysis of existing and possible future spaces will lead towards a possible solution for the future, which will be shown in the project part of the thesis, being a conceptual proposal for an airport terminal of the future."
    Note: DISSERTATION NOTE: bachelor thesis in Interior Design, Berlin International University of Applied Sciences, 2019. , MACHINE-GENERATED CONTENTS NOTE: INTRODUCTION : Explanation of personal interest in topic -- Short historical summary on airports -- Definition of topic -- Outline of thesis -- THEORY SECTION : History of airports -- What is security? -- History of airport security -- History of airport activities -- Typical steps of a passenger at an airport -- CASE STUDIES : Innovative spatial design : Berlin-Tegel airport by GMP, 1965 -- Innovative technical solutions and spatial plannings -- OUTLOOK IN THE FUTURE -- WHAT IS THE ROLE OF INTERIOR DESIGN IN THE AIRPORT OF THE FUTURE? -- PROJECT : Introduction -- Proposal for the airport of the future -- Drawings (are located in the extra booklet) -- GENERAL CONCLUSION -- Bibliography -- Illustration references. , SUPPLEMENT NOTE: accompanied by a supplement entitled:
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 5
    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 ...
  • 6
    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
    BibTip Others were also interested in ...
  • 7
    UID:
    kobvindex_INTbi
    Format: 56 pages : , illustrations ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE : A universal human experience in a place where thoughts spiral, agitation and anxiety grow, and you have no indication of how much longer you will be stuck there. Waiting rooms in medical institutions trigger for many people a myriad of negative emotions and frustration at their general unsuitability and one could say neglect of the user experience. (Montgomery, 2017, 114) The event of waiting takes on a very inflated scope of stress and anxiety with a young child who may or may not be ill in that moment. The focus of this bachelor project is on the needs of this particular user group: that of a parent1 and child and how they could be better met in the design of healthcare facility waiting rooms. While any space can be defined as a waiting room by placing a chair in a room, could this concept be reinvented or improved? It is easy enough to rely on personal experience to validate the problem but looking no further than the clinic review page of the local hospital pediatric ward, will display a number of parent reviews on their experience. While it can be assumed that dissatisfaction is a common motivator for an opportunity to vent, one of the categories they are invited to rate on a star system among others is ‘furnishings and design’, with space to share their story, unsurprisingly, reviews of waiting spaces where mentioned are rarely positive. (Medizinfo) Waiting to be seen by a health expert is all too common. According to the European Commission Eurostat statistics gathered on the average number of consultations per EU Member State inhabitant during 2017, most countries fall between 4 and 10. Germany weighs in at the upper end of the scale at an average of 10 consultations per person a year2. (Eurostat 2017) From the perspective of a parent, where any form of waiting with small children can feel like a form of punishment, this particular form within the context of healthcare facilities, comes with a unique and additional anxiety. More specifically, that it either involves a sick child, a routine check-up which could reveal new concerns, and or the exposure of a healthy child to a place where sick and potentially infectious children will be or have been. From a study taken in an Italian hospital which investigated the experience of families waiting for treatment in day hospitals, ethnographic data gathered from the patients and their parents revealed that it was the parents and not the child patients who were dealing with feeling anxiety and concern. (Corsano, 2015) Boredom is often used synonymously with waiting (Hedges, 2018, 99), likely a common sentiment shared even more so with children who are asked to sit and wait. If not unwell this will be the main challenge for the waiting child, and prolonged boredom can lead to agitation and feelings of negativity. (Holinger, 2020)
    Note: DISSERTATION NOTE : submitted as bachelor thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2021 , MACHINE-GENERATED CONTENTS NOTE : Figures 6 1. INTRODUCTION 9 1.1 Methodology 10 1.2 Gap in Knowledge 11 2. 2021: WHY ARE WE WAITING? 12 2.1 Post-pandemic Waiting Rooms 13 3. HEALTHCARE WAITING ROOMS 3.1 Parents & Children 15 3.2 Significance & Psychological Effects 15 3.3 Physiological Effects 18 3.4 Play 21 4. DESIGN PROJECT: MEETING NEEDS OF PARENTS & CHILDREN 4.1 The Site 23 4.1.1 Description of CBF 23 4.2 The Waiting Spaces 4.2.1 Waiting I 26 4.2.2 Waiting II 27 4.2.3 Waiting III 29 4.3 The Design Proposal: Solution I 4.3.1 The Module: Panels & Connectors 31 4.3.2 The Module: The Combination 33 4.3.3 Waiting I 35 4.3.4 Waiting II 35 4.3.5 Waiting III/A 37 4.4 The Design Proposal: Solution II the PLAYROOM 4.4.1 Waiting III/B 41 5. CONCLUSION 47 References 49
    Language: English
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 8
    UID:
    kobvindex_INT0002389
    Format: [3], 57, [12] pages : , richly illustrated (chiefly colour) ; , 1 supplement (5 colour plates) + 1 CD-ROM (12 cm). , 22 x 20 cm. +
    Content: MACHINE-GENERATED SUMMARY NOTE: "The field of graphic design has been affected by several factors including history, society and especially art and design movements. [...] In recent years the understanding of the importance of graphical and artistic meaning of book covers has surged and became of more and more importance to graphic designers and publishing houses alike. Rather than using of the book covers only as a protective sleeve, their design developed quickly with the consistently developing technology. [...] Since the book covers have an aim to transmit a message to the reader, designers and publishers are following the new trend and movements in the society to convey their message to the readers in a powerful way. They are one of the most important factors that help in engaging the attention of readers. They are not only the jacket of a book, but also first communication barrier between reader and author and first informative page for the reader. Book covers can be related with story of the book they contain or summarize the book in an abstract or even tangible method or they establish a link with art and design movements of the time of the book. That is why visual language of book cover design style effected by new trends, art and design movements, political situations and society. In this age, visuality has significant role among people. The aim of this research is to critically examine and reveal book cover's design styles and focus on the years from 1890 to 2018 to show how book covers are influenced by art and design movements of their respective time periods. This research focuses on 5 previous significant art and design movements which are Art Nouveau, Bauhaus, Dadaism, Swiss Style and Postmodernism and analyses their historic and graphic styles. The reason I chose these specific art and design movements which are Art Nouveau, Dadaism, Bauhaus, Swiss Style and Postmodernism is that all of them has strong graphic languages on their time and they still play significant roles nowadays. After a thorough analysis of the time periods, I will redesign a book cover of 'The Sun and Her Flowers', a best-seller from 2017 by Rupi Kaur with these art and design movements to show what kind of book cover design could have been created if they would be published in their specific time periods."
    Note: DISSERTATION NOTE: bachelor thesis in Graphic Design and Visual Communication, BAU International Berlin University of Applied Sciences, 2018. , MACHINE-GENERATED CONTENTS NOTE: Introduction -- Research methods -- BOOK COVER DESIGN : Overview -- Development of book cover design -- ART MOVEMENTS : Art nouveau : history and graphic language -- Dadaism : history and graphic language -- Bauhaus : history and graphic language -- Swiss style : history and graphic language -- Postmodernism : history and graphic language -- DESIGN PROJECT : Art nouveau : inspirations and design -- Dadaism : inspirations and design -- Bauhaus : inspirations and design -- Swiss style : inspirations and design -- Postmodernism : inspirations and design -- Conclusion -- Bibliography. , SUPPLEMENT NOTE: accompanied by a supplement without title consisting of 5 book cover projects. , SUPPLEMENT NOTE: 1 CD-ROM containing thesis and supplement is inserted in pocket attached to inside back cover. , ISSUING BODY NOTE: BAU International Berlin University of Applied Sciences is the former name of Berlin International University of Applied Sciences.
    Language: English
    Keywords: Academic theses ; Academic theses
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 9
    UID:
    kobvindex_INT0000911
    Format: 46 pages : , illustrations, plans (chiefly colour) ; , 30 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE: "I always had the feeling in offices earlier of either being shut in or the sun was somehow blinding, and it was therefore important to me to analyse light in the work place. Good offices are where lighting conditions better and the employees get enough light and have the possibility of protecting themselves from reflections and glare, and where artificial lighting is well thought-out and planned. This increases effectiveness and satisfaction, motivation and concentration as well as performance and this achievement has an effect on the company. Nowadays environmental protection is taken seriously and therefore it is important that companies, particularly those with great power, get involved in the environment and reduce their energy consumption. Instead of neon tubes which can still be found in many offices, LEDs can be used and through well thought-out control processes, which dim the lights when enough natural light is available, or which switch the lights off when no-one is in the room, and if employees are well-trained, allow energy savings. Light planning is in general very important for humans. Only with light do objects become visible. Vision is made possible by the adaptation of our eyes even in low light levels, but it is nevertheless important that light in the work place is used correctly so that not only vision is made simpler but also well-being is promoted. In light planning it is important that all requirements for work be met. Apart from visibility, it is important to prevent glare and reflection. Not only should the standards be met but the employees should be prioritised and the fact that older people need more light to see should be considered. The necessity for a flexible, adjustable and usable lighting follows from the planning of light in an office work space. It is known that the integration of natural and dynamically changing light in the work place has a stimulating effect and is important for daily office life. The modern understanding of work in offices demands flexibility and a new architecture of mobility. This subject should be the motivation for the development of new office worlds. The new trend means spatial and temporal flexibility, and this leads to a mixture of leisure time and working time. This can be best seen in Google's modern working world. The employee can play sport during working time, go to the doctor and then come back and work further. The previous frontiers in the world of work as they were known are shifting more and more. Architecture and the planning of light in the working world should in its way of thinking transcend working and logical planning. The planning of light should not try to brighten a room and avoid glare and reflections; the planning of light should transform the working world into a communicative, stimulating, productivity-raising atmosphere. In the offices of the future employees should have the possibility to increase their creativity. The office of the future should be a place where people are encouraged not just to function, where people are not made sick or depressed in the given situation but can rather develop themselves further and have fun at work. The recommendation is to use natural light as well as is possible. The next step is to ensure there is enough shade, protection from glare and reflections. Employees can sit with a view to the outside or sit sideways to a window. The connections, how natural light has an effect on humans, can be used to an advantage. Scientists found out years ago how light functions, which colours are present at what time, and how they effect people. This experience can be used in practice to make lighting more flexible and dynamic. Thereby the interplay between natural and artificial light should always be considered."
    Note: DISSERTATION NOTE: bachelor thesis in Interior Design, BAU International Berlin University of Applied Sciences, 2018. , MACHINE-GENERATED CONTENTS NOTE: INTRODUCTION AND PRESENTATION OF THE PROBLEM : Light and humanity -- Light and physics (physical principles) -- Legal guidelines -- Healthy light in the work place -- How to light the work place -- Types of light -- Light therapy and the psychological effect of light -- Office space concepts -- Cost reductions and sustainability through natural light -- Bringing in natural light -- Glare and reflection -- Interior and exterior façade systems -- Examples : natural light case study : Omicron in Vorarlberg -- SIMULATION AND LIGHTING DESIGN -- Summary -- Bibliography. , ISSUING BODY NOTE: BAU International Berlin University of Applied Sciences is the former name of Berlin International University of Applied Sciences.
    Language: English
    Keywords: Academic theses ; Academic theses
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 10
    UID:
    kobvindex_INT5492
    Format: 57 pages : , illustrations ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE : Context - physical and psychological demands in the modern world for people in stable life situation Nowadays, people are significantly affected by all kinds of media. As Ofcom's research shows (Communications Market Research 2020), we use more and more data, either in a fixed or mobile form (31% and 34% more). Living in a city, we are exposed to sudden events like sirens, horns, ringing phones, alarms, et cetera All those factors cause health damage that reflects our cogniti- ve1 and social skills (R. Atchley, Strayer and P. Atchley 2012). People are lo- oking for solutions to help them cope with the more commonly appearing problem that is stress. Mental Health Foundation2 shows in their report, during the year 2017, 74% of people felt stressed at the level that they were una- ble to cope (Mental Health Foundation 2018). Another poll states that 82% felt stressed at least once during a typical week (ibid.). Increasing numbers show a problem to remain well and a possible inability to recover. Therefore, this stu- dy's primary purpose is to determine the impact of sensory stimulation in the do- mestic interior (privately owned apartments and houses) on mental and phy- sical wellbeing. It aims at the group of people with relatively stable life situ- ations. As James-Lange Theory3 suggests, emotions appear when exposed to environmental stimuli. In reaction to these stimuli body "produces" a physio- logical response that results later in emotions (Cherry 2020). This is where the focus is directed, how different stimuli in private bathroom arrangement cre- ate a positive physiological reaction and, as a result - positive emotions. This study investigates the impact of various features used in spas and bathrooms on mental and physical wellbeing. It determines whether it is possible to com- bine those qualities to create a recovering environment in own apartment or house.
    Note: DISSERTATION NOTE : submitted as bachelor thesis in Interior Architecture / Interior Design, Berlin International University of Applied Sciences, 2021 , MACHINE-GENERATED CONTENTS NOTE : 1. 2. 3. 4. 5. Introduction 6. 1.1 Context - physical and psychological demands in the modern world for people in stable life situation 1.2 Definition of "wellbeing" 1.3 Methodology Salutogenesis - wellbeing-promoting strategies 2.1 Definition 2.2 Activities and measures 2.3 Public and private environments 2.4 Home as possible space for salutogenic approach Human senses and the environments 3.1 Human interactions with environments 3.2 Sight 3.3 Hearing 3.4 Smell 3.5 Touch 3.6 Conclusion History of a Private Bathroom Case Studies 5.1 Public Space - Case Study 1: 7132 Therme Vals (Vals, Switzer- land) 5.2 Public Space - Case Study 2: Friedrichsbad Spa (Baden-Baden, Germany) 5.3 Private Space - Case Study 3: Optical Glass House (Hiroshima, Japan) 5.4 Private Space - Market research: Hansgrohe; Dornbracht 5.5 Conclusion Design Project 6.1 Introduction to the concept - Grotto 6.2 Design Proposal 7. References List of Figures
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. Further information can be found on the KOBV privacy pages