• Title/Summary/Keyword: 놀이 공간

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A study on context of children's library and user behavior modeling (어린이 도서관 CONTEXT 분석 및 사용자 행태정보 모델링 아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로)

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.33-38
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    • 2008
  • The major users of children's library are children and housewives. Recent increasing frequency of their visit to the library expands the function of it from the place where they borrow and read books further to the cultural space where each family unit can enjoy leisure activities. Though the children's library basically is a quiet place for reading books, peers' establishing friendship and emotional bond with the parents, and such plays as small scale muscular movements take place in addition to reading activities because the major users are infants under six or children in the lower grades in elementary school. Thus, in order to study the features and requirements that are inherent in the various behaviors of the children who use furniture, understanding of the particular factors in the physical environment of the children's library and the user context must precede. In reality, though the fixed form of the desks and chairs in the library was made by a small number of designers, a large number of children are using them in tremendously various ways beyond the ways that the designers had intended, adapting themselves to the environmental context. Therefore, the purpose of this study is to find out the children's using way of seats when they do reading and playing activities based on the way of interaction between children and parents, and, after modeling of the children's behavior data, to understand the demands inherent inside the various behaviors of children who use furniture.

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The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.118-121
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

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A Study on the Implications of Christian Education on Digital Storytelling in the Metaverse (메타버스를 통한 디지털 스토리텔링에 대한 기독교교육적 연구)

  • Shin, Hyunho
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.267-302
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    • 2022
  • Digital transformation, which is accelerating in each area of society due to the COVID-19 pandemic, is also having a profound effect on Christian education. A representative example of digital transformation is the emergence of a digital world called the metaverse. This study understands the metaverse as an expanded space for Christian education and explores digital storytelling as a method for faith formation. It is argued that the characteristics of digital storytelling through metaverse spaces are characterized by interactivity, agency, audiovisuality, sociality, and openness, and that modification through Christian educational frames is necessary in order for this approach to be appropriated to Christian educational practice. To this end, this study examines Anne Wimberly's story-linking approach, and Mary Hess' approach on digital storytelling, which is understood as a way of faith formation for the liberation and Christian vocation through storytelling in a digital space, focusing on authority, authenticity, and agency. It is argued that Christian education on the Metaverse should be a place for change in the Christian life and formation of vocation, and a space where participants' active responses to God's grace be practiced in a digital space in a reciprocal way. This means that learners are encouraged to participate in expressive and relational education that is practiced in the form of play and creation, responding to God's initiative in the metaverse. This study argues that for digital storytelling through the metaverse to become a process of faith formation, it is necessary to connect stories of participants with the story of God's Kingdom in the expanded digital world, aim for a reciprocal space through hospitality and listening, and promote immersive participation and holistic reflection.

A Study on the Area Calculation of Community Facilities in Rural Villages (농촌마을 커뮤니티시설의 적정 면적 산정에 관한 연구)

  • Shin, Young-Sun;Kang, Young-Eun;Jee, Dal-Nim;Kim, Ji-Ae;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.6
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    • pp.28-38
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    • 2010
  • Community centers, silver towns and resting places are representative community facilities in rural villages. These community facilities affect villagers directly or indirectly in terms of life quality. Current community facilities of rural village are in poor condition in spite of their importance. In particular, the small size of community facilities and standardized programs are common issues in rural villages. As a result, it is necessary to research and investigate the improvement of community spaces and provide a variety of community activities. The purpose of this research is to provide appropriate area standards for 5 category community facilities(community centers, sliver towns, resting places, community yards, gymnasiums and recreation areas) and also to provide basic information for future village planning. The precedent study of community facilities was investigated. In addition, 25 rural villages in 5 districts were investigated regarding their facility conditions and current community satisfaction. As a result, appropriate rural village area standards are provided. The research results of the community facility standards are almost higher than the current representative community facilities average area. This is expected to improve the community facility environment, people's activities and to increase the growth of awareness in community.

The Remained Basis and the Locational Characteristics of Manufacturing in Chonnam Region (전남지역 제조업의 존립기반과 입지특성)

  • Kim, Jae-Chul
    • Journal of the Korean association of regional geographers
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    • v.2 no.2
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    • pp.19-36
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    • 1996
  • This study is to examine the remained basis and the locational characteristics of manufacturing in Chonnam region. First, the locational characteristics of manufacturing in the peripheral region examined through theoretical discussions about manufacturing location. And the locational characteristics of the small and medium firms and large firms be studied as to understand the precedent characteristics of Chonnam region. Chonnam region have the precedent characteristics that the regional capital is not accumulated as Japen exploit agricultural products at a colonial period. And SOC, industry and technology are not developed as geographically Chonnam lesion turn aside the economics axis of Korea-Japen-America within a period of industrialization. Manufacturing firms have beer make up the traditional indigenous firms which base on local market, agriculture and marine products in Chonnam lesion. The characteristics of these firms mainly are food & drink, nonmetal industry that is composed of the small and medium sized firms. The industrial structure is changing to machinery, chemistry, electronics industry from food & drink, nonmetal industry. But these industry is making the simple products. In Chonnam region, these change of industrial structure was expanding to the inland or coast region from the neighhoring region of Kwangju metropolitan. The blanch factories of large enterprises that located in Chonnam region are not connected with small and medium sized firms. The small and medium sized firms are not developed. Because these large enterprises are the iron and steel industry or chemistry industry. So the large-manufacturing firms have characteristics of the capital intensive industry, and make up the monopolistic industrial space of fordist blanch factories.

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Spatial Distribution of the Emergency Medical Facilities and Spatial Disparity of the Demand-Supply Level for the Emergency Medical Service (응급의료기관의 공간분포와 응급의료 서비스 수급의 공간적 격차)

  • Lee, Hee-Yeon
    • Journal of the Korean association of regional geographers
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    • v.10 no.3
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    • pp.606-623
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    • 2004
  • Emergency medical service pertains highly to the public service sector which has to be provided equally in a society and evenly in a spatial dimension by the government. However, emergency medical centers in Korea are inequally distributed in a space and also human capital, facility, and equipment for emergency medical centers show clear disparity among regions. This research analyzed the spatial balance of the demand supply level for emergency medical service in Seoul by constructing the potential demand surface map and supply surface map for this service. The surface map of demand-supply balance for emergency medical service was constructed by GIS based map algebra algorism. The results by this analysis very clearly reveal the spatial disparity of emergency medical service. The places where are over-represented by demand level compared to their supply level are estimated to require an additional establishment of emergency medical centers in the near future. While, the places where are over-represented by supply level compared to their potential demand for emergency medical services indicate the possibility of problems in the management of emergency medical centers because of a surplus in the supply of emergency medical services. The results of this research can be utilized in providing valuable information for the adequate provision of emergency medical centers and for the estimation of range on the service area of emergency medical services.

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A Study on the Effect of the Changes of Play Facilities on Rules Changes - Focusing on the City of Seoul - (관련법규 변천이 아파트단지 내 어린이놀이터 변화에 미치는 영향 연구 - 서울시 소재 현장을 중심으로 -)

  • Kim, Dong-Chan;Suh, Joo-Hwan;Park, You-Jeong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.2
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    • pp.26-35
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    • 2009
  • This study is an analysis of the design changes of children's play facilities and the related rules and regulations which causes these changes. Accordingly, it is noticed that a site's change of design by legislation and by yearly alternation influences playground design. First, after revising the provisions for the distance from roads and parking lots, the constructing of safety fences between play facilities and the using of durable materials, alterations of the designs have been made a reality. Second, the design changes after the period of regulation transitions were caused by provisions related to the shelter of evergreens and conditions of the sun. Third, the changes of the playgrounds were related to the substitution of exercise facilities for the local residents and in carrying out a hygiene exam more than twice a year. Because a lack of regulatory standards for the design of playgrounds resulted in compliance based on individual interpretation and because a substitution of exercise facilities is part of the way to alleviate these regulations, the conditions of the site under investigation could be projeced. By such changes of regulations and analysis of alterations of playground design, programs for improvement were suggested. It turned out that the composition of the concrete standard in conformity with regulations required closer observance. Moreover, design standards for children's playgrounds are needed, such as the provision of variation in external appearance, the creation of more flexible layouts and the outlining of spaces by themes.

Designing Games with 'Boundary' as Formal Element (게임디자인을 위한 형식적 요소로서의 '경계' 연구)

  • Lee, Jun-Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.3-10
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    • 2010
  • Game design as an academic discipline is still in the early developing stages and the lack of fundamental study has seen game designers cloning other games with only superficial changes added to them. Game market today is going through unprecedented expansion with games for more diverse users and variety of game styles. Such trend owes to the fact that formal structures of the game can be manipulated to formulate creative and experimental forms. This paper will focus on the 'boundary' element of the game that could broaden the perspective of the game into different possibilities with emerging mobile technologies, public design's new interpretation of urban spaces and integrating interactive technologies in different phases of art.

Development of Arduino-based Notification System for the Public Facilities (공공시설의 효율적 활용을 위한 아두이노 기반 알림 시스템 개발)

  • Lee, Sung-Jin;Kim, Eun-Gyeong;Kim, Seok-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1211-1213
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    • 2017
  • 일반적으로 공공기관, 쇼핑몰, 백화점 등과 같은 많은 사람들이 모이는 장소들은 다양한 편의시설(화장실, 모유수유실, 놀이방 등)들을 갖추고 있지만, 실제 해당 장소를 이용하는 다수의 사람들은 이러한 편의시설을 적절히 활용하지 못하고 있는 것이 사실이다. 특히 이러한 편의시설들의 대부분이 여성, 어린이, 노약자 등 사회적 약자를 위한 시설이지만, 실제 이용 대상자들은 언제 어떤 편의시설을 이용할 수 있는지에 대한 정보를 파악하기 어려워 해당 공간의 활용률을 극대화 하지 못하고 있다. 이러한 문제를 해결하기 위해, 본 논문에서 제안하는 시스템에서는 해당 편의시설의 사용가능 여부를 인식 및 감지하고 이를 해당 편의시설을 이용하고자 하는 사용자들에게 시설 사용 정보를 실시간으로 통보할 수 있도록 하여, 해당 편의시설의 활용률을 극대화 할 수 있도록 하였다. 이를 통해, 해당 편의시설의 활용률 증가 및 대기시간 감소 등의 효과를 기대할 수 있다.