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第1卷第1期

由都市公園發展觀點探討臺北市都市公園之演變

李麗雪

本論文是從臺北市與歐美都市公園發展演變之比較,了解臺北市在不同的公園建設階段,嚐試著引入什麼樣的規畫慨念,來解決那些都市問頲;並藉著對各個時期公園的設置目的,相關政策法令的執行,民眾對公園使用型態等因素的探討,了解臺北市都市公園現況是如何被塑造而成的。同時藉著對美國都市公園未來發展趨勢的認識,對臺北市都市公園未來發展方向提出相關的建議。

濱海地區景觀植物適宜性研究

王小璘

近年來台灣濱海地區不斷被加以開發,而該地區特殊的生態瓚境,常使景觀工作成效欠佳。主要原因之一乃截至目前為止,針對本省濱海地區景觀植物之研究極為有限,景觀設計師僅能由文獻記載或現有防風樹種中選擇植物加以應用,對該植物是否兼俱景觀與生態機能及是否適合本省濱海生態環境,皆缺乏進一步之探討。因此,本研究乃賞試發展一套濱海地區景觀植物適宜性之研究方法,並據此進行實證研究,找出適合本省濱海地區之景觀植物,並對其應用方法提出具體建議。

坡地遊憩區景觀體驗評估模式之研究

魏朝政

本研究主要埋論基礎認為,景觀的意義為一實體及文化的結合,且具有美感和精砷的空間特性,用以代表某一地區之實質特徼,自然和人為環境,以及其知覺特徵。當人們投身於坡地遊憩區從事戶外休閒遊憩活動時,是以整個坡地遊憩瓚境為母體,人們完全潛存於母體之中,為環境所包容,對於景觀的感知是透過各種感覺器官從環境接觸中所得到的,也就是綜合知覺和活動經驗的景觀體驗。
文中針對台灣地區山坡地遊憩區之開發選址,從景觀美學的觀點和知覺的總體性出發,就坡地遊憩環境整體景觀體驗的涵構,提出代表坡地美感特質的景觀元素,作為景觀體驗之評估因子,並透過景觀、園藝丶森林、地埋、建築丶都市計劃等專家學者之問卷調査,確立各評估因子的相對權重值,最後,建立一個景觀體驗評估的標準架構,一個適用於坡地遊憩區景觀體驗之評估模式。

A SIMULATION APPROACH TO CROWDING IN OUTDOOR RECREATION AREAS

Chang Chun-Yen

The purpose of this study is to examine the theoretical relationship between visitors' queuing time, crowding perception, and satisfaction. Based on this relationship, a computer simulation written with the simulation software SIMAN was used as a practical tool to make recommendations to park planners. More specifically, the relationship between queuing time and crowding perception, the relationship between queuing time and satisfaction, and the relationship between crowding perception and satisfaction are examine dseparately. In each relationship, the following additional variables were tested one by one: 1. Personal factors, which include visitors' expectation, preference, experience, and personal demographics; 2. Characteristics of other visitors, which include disturbing behavior and "alikeness" between visitors; and 3. Environmental factors, which include the location, degree of development, quality and quantity of facilities. The relationship between these components is explored in order to build the theoretical foundation of using queuing time as a factor for the simulation criterion. The simulation model was used on the Yangmingshan National Park in Taiwan as a case study to provide recommendations for park managers.
Visitors' travel time by car from the park entrance to their destination area in the Yangmingshan National Park was used to represent their queuing time. The findings of the case study showed a statistically significant relationship between crowding perception and queuing time, although only a small proportion of crowding perception can be explained by visitors' travel time. The relationship between queuing time and satisfaction is not clear. Several models showed significant interactions between crowding perception and other independent variables; visitors' crowding perception and their satisfaction were statistically significant when the other variables were held constant. Visitors' preference and personal demographics were found to be unrelated to their crowding perception or their satisfaction when controlling travel time; other variables showed different degrees of relationships with crowding perception or satisfaction when controlling travel time.
Five proposed projects were simulated to develop recommendations for park managers. A comparison of the results suggested that decreasing the number of visitors on weekends by methods like limiting the number of visitors or distributing the visitors to weekdays would relieve the crowding perception of visitors. Other projects like decreasing the parking time, changing the location of one of the parking lots, increasing the number of parking lots and increasing the number of parking space shad a simulated effect of causing increased road queues.

中國古典造園之"法"

成玉寧

計成的"園冶"中說,造園「有法無式」,其中的「法」與「式」是兩個不同的範疇。所謂「無式」係指造園無一定的模式,而「法」則是指造園之法則。筆者拙見,中國古典造園之「法」的原型,在於「中和」思恩,即矛盾對立是事物發生的前提,和諧銃一則是事物存在的理想狀態。造園家的「中和」觀,旺有辯証的一面,也有直覺頓悟的特徵。在古代造園家看來,圍林景象乃是若干矛盾的統一體,造園的意義亦即由相反相成,實現景觀要素的對立統一,從而形成和諧的景象。具體而言,占典造園之法大抵有以下四點:一曰「氙實」,為造園空間生成之法;二曰「奧曠」,為造園空間的合之法;三曰「高下」為造園豎向構圍之法;四曰「動靜」,為造圍時空結合之法。

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