• Title/Summary/Keyword: 사냥장소

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A study on select of common Kestrel(Falco tinnunculus) hunting areas in breeding session (번식기 황조롱이(Falco tinnunculus)의 사냥 장소 선택에 관한 연구)

  • Won, Il Jae;Park, Min Cheol;Park, Hyun Doo;Cho, Sam Rae
    • Journal of Wetlands Research
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    • v.18 no.4
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    • pp.350-356
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    • 2016
  • The biggest factor in the success of breeding animals is selection of foods, which is determined by quality and quantity of habitats(Newton, 2003), in the case of This high biomass wetlands as an indicator of ecosystem function about Common Kestrel's choice of hunting area is expected to be an important clue of quality and quantity of habitats. For this study, it is divided into four types(Glasslands, Paddy fields, Dry fields, Rparian land) about Common Kestrel's hunting area in Yugu-eup, Gongju-si, Chungcheongnam-do, Recorded the behavior of Common Kestrel for three years during the breeding season from March to June(2014~2016). Result of investigation, hunting area showed a high hunting behavior in riversides and flight-hunting was frequently investigated from may to June. In addition flight-hunting's main food acquisition is mammal(the vole), while perching behavior's main food acquisition is insect according to the fact flight-hunting were mainly done in riversides, perching behavior were highly investigated than flight-hunting at glasslands and paddy fields and dry field. Hunting spot's coverage rate of plants covering the ground showed differences depending on hunting areas, but height of plants were not significant. Height of the plant according to hunting methods of flight-hunting to catch mammal(vole) was analyzed to prefer lower height than perching behavior Based on these results riversides are considered as a very important environmental factors for Common Kestrel's prey selection in breeding session.

A Study on the Types and Changes of the King's Amusement Activities through 『Annals of The Joseon Dynasty(朝鮮王朝實錄)』 (『조선왕조실록(朝鮮王朝實錄)』을 통해 본 왕의 위락활동 유형과 변천)

  • Kang, Hyun-Min;Shin, Sang-Sup;Kim, Hyun-Wuk;Ma, Yi-Chu;Han, Rui-Ting
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.39-49
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    • 2018
  • "Annals of The Joseon Dynasty" is a book recording the Joseon Dynasty's historical facts in an annalistic format. The King's amusement activities through "Annals of The Joseon Dynasty" which were established by the Ye-ak(禮樂) system were analyzed. The results are as follows. The king's amusement activities that were performed during the Joseon Dynasty period could be classified as state banquets, military banquets, and banquets for play. The analysis of the king's amusement activity was divided into five stages. The characteristic of [1 period : King Taejo~Sejo(Yejong)] was dominated the military banquets of the Goryeo Dynasty. Neo-Confucianism is the establishment of political and social turning of the ballast, considerations of military culture, culture, and Hoeryeyeon Jinpungjeong, a cloud of dust and elders banquets such as Giroyeon and Yangnoyeon on the nature of the party. A lasting ordinance was institutionalized[2 period : King Seongjong~Jungjong]. In the chopper and jeongyujaeran, Hong Kyung Rae led a royal amusement activities are stagnant, often produce isolated storage compute in the gloomy situation[3 period : King Injong~Hyeonjong]. Revival period is pride of the amusement activity through the culture of Joseon Dynasty royal culture [4 period : King Sukjong~Jeongjo]. The throne, crashed due to political power is an ebb of royal amusement activities, while also rapidly waning[5 period : King Seonjo~Seonjong]. During the early Joseon Dynasty, hunting took place around the forest area northeast of Hanyang and during King Seongjong's period, it took place closer to the capital city, while in Lord Yeonsan's period, it was expanded to a 39 kilometer radius area from the palace, and banquets such as various forms of entertainment of Cheoyongmu, and Flower-viewing. The Joseon kings who enjoyed hunting were King Sejong, Sejo, Seongjong, Yeonsan, and Jungjong. Most of hunting objects were tigers, bears, deer and roe deer, leopards, boars, their animals and falconry took, and the purpose of the hunting was to perform ancestral rites to the royal ancestry or the royal tombs. Lord Yeonsan's hunting activities had negative effects after King Jungjong the king's hunting activity decreased sharply. However, there were also positive aspects of Lord Yeonsan's Prohibition of cutting woods ect. In conclusion, the expansion of the King's garden(庭:courtyard${\rightarrow}$園:privacy garden${\rightarrow}$苑:king's garden${\rightarrow}$苑?:national hunting park) is evident which starts from formal and informal activities that took place in Oejo, Chijo, and Yeonjo, which went further to the separate and secret gardens, and then even further, thus setting the amusement activity area as a 39 kilometer radius range from Hanyang.

Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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