• Title/Summary/Keyword: 오락성

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A Study on the Effectiveness of Virtual and Real Experience Type Safety Education at Construction Sites (건설현장에 접목한 가상체험·실물체험 안전교육의 효과성 연구)

  • Cho Choonhwan
    • Journal of the Korea Institute of Construction Safety
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    • v.6 no.1
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    • pp.1-6
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    • 2024
  • Existing safety education delivered to construction workers has limitations in concentration and immersion, so delivery power and interest are low. In order to improve the unstable behavior of construction workers and prevent safety accidents through education, a paradigm shift to hands-on education is necessary. Experiential safety education aims to contribute to the prevention of safety accidents and induce safe behavior by construction workers to recognize risks faster, select safe working methods suitable for the working environment, and improve emergency response and proactive response. Experiential education facilities have a follow-up learning effect in case of danger. The experience facility, which consists of the same working environment as the actual construction site, is designed to experience falls, equipment contraction, fire, and electric shock. In order to achieve the results of safety education that has invested a lot of time, construction workers must have motivation to participate, and "experiential safety education" through playful, deviant, and aesthetic experiences reduces serious accidents.

Tourism Experience Sharing of Long-term Living Chinese in South Korea: Case of Xiaohongshu App (RED) (한국 장기체류 중국인 관광앱 사용경험: 샤오홍슈(Xiaohongshu) 앱 사례)

  • Tian Zhang;Jialing Zhang;Chulmo Koo
    • Information Systems Review
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    • v.25 no.2
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    • pp.1-30
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    • 2023
  • This study analyzes and examines the travel behavior of Chinese people in Korea through a questionnaire survey of Chinese people who are long-term residents in Korea using Xiaohongshu App (RED). In this study, we add some variables to the MTEs (Memorable Tourism Experiences) model to analyze the travel behavior of Chinese people who are in Korea for a long period of time. We also chose to survey the users of Xiaohongshu App (RED), a popular software in recent years, and found the following findings in 240 valid questionnaires: (1) Scenery, Entertainment, and Informativeness have positive effects on people sharing travel experiences, while interaction does not. (2) Sharing travel experiences had a positive effect on travel satisfaction and the intention to go to other destinations, and travel satisfaction had a positive effect on the intention to go to other destinations. This paper extends the literature on tourism by combining MTEs and UGC (User-Generated Content) models, and also provides relevant suggestions for further research on the travel behavior of foreigners in Korea.

A Study on Development of ECS for Severly Handicaped (중증 장애인을 위한 생활환경 제어장치개발에 관한 연구)

  • 임동철;이행세;홍석교;이일영
    • Journal of Biomedical Engineering Research
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    • v.24 no.5
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    • pp.427-434
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    • 2003
  • In this paper, we present a speech-based Environmental Control System(ECS) and its application. In the concrete, an ECS using the speech recognition and an portable wheelchair lift control system with the speech synthesis are developed through the simulation and the embodiment. The developed system apply to quadriplegic man and we evaluate the result of physical effect and of mental effect. Speech recognition system is constructed by real time modules using HMM model. For the clinical application of the device, we investigate the result applied to 54-years old quadriplegic man during a week through the questionnaires of Beck Depression Inventory and of Activity Pattern Indicator. Also the motor drive control system of potable wheelchair lift is implemented and the mechanical durability is tested by structural analysis. Speech recognition rate results in over 95% through the experiment. The result of the questionnaires shows higher satisfaction and lower nursing loads. In addition, the depression tendency of the subject were decreased. The potable wheelchair lift shows good fatigue life-cycle as the material supporting the upper wheelchair and shows the centroid mobility of safety. In this paper we present an example of ECS which consists of real-time speech recognition system and potable wheelchair lift. Also the experiments shows needs of the ECS for korean environments. This study will be the base of a commercial use.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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Empirical Study on Factors Influencing the Value of Mobile Advertising: From the Perspective of Information Value (정보 가치 관점에서 바라본 모바일 광고 가치의 설명 요인에 관한 실증적 연구)

  • Park, Chul-Woo;Ahn, Joong-Ho;Jahng, Jung-Joo;Kim, Eun-Jin
    • Information Systems Review
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    • v.8 no.2
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    • pp.29-49
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    • 2006
  • The introduction of the Digital Economy has formed a new market producing and trading information. Depending on the current contexts, each user evaluates identical information differently. It is difficult, even though important, to create and deliver the information customized to individual users by using some factors as time, location, and their personal characteristics. Information value, therefore, could be influenced by the capability of information systems to delivery useful information based on individual contexts to the right user immediately at the right time. From this point of view, we argue mobile systems which are able to be aware of individual contexts and deliver contextual information in real time can improve information value easily than other systems can. This research presents the results of an empirical test about antecedents to mobile advertising value. Though context relevance doesn't influence directly mobile advertising value, it plays an important role enhancing information usefulness which has great influence on mobile advertising value. Moreover, to supply information connected with users' context overcomes the effect of irritation. Lastly, entertainment can improve mobile advertising value as satisfying user's hedonic desire beyond the information source supporting decision making.

A Study on the Children's Perspective in Iranian Films - Focus on the films by Director Majid Majidi (이란 영화 속에 나타난 어린이 시각에 관한 연구 - 마지드 마지디 감독 작품을 중심으로)

  • JIAYI WAN;Daniel H. Byun
    • Trans-
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    • v.14
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    • pp.93-122
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    • 2023
  • Children's films can be found by country and region within the scope of world films, but children's films have different definitions depending on the country and region. For example, American children's films represented by Disney are mainly aimed at satisfying the joys of children and families.Chinese children's films place more importance on the educational role of children. Although the purpose is different, children's films in the general sense are films that main audiences are children and are created for children. Children's films in Iran differ greatly from ordinary children's films. It indirectly expresses the creator's intention by reflecting reality while looking at the adult world through the eyes of children. This special function is a children's visual language that indirectly conveys the creator's thoughts. The use of children's perspective is a kind of special strategy, paving the way for Iranian films to survive in a special creative environment, and creating unique characteristics of Iranian films. Among the numerous Iranian directors who make children's films, Majid Majidi is one of the representative directors with personal characteristics. Of his nine Iranian films written and directed, five are children's films.At the same time, in his other Iranian films, we can more or less see the traces of children and children's perspective of the narrative and performance.Looking at the use of children's vision in Iranian films, the use of children's vision in Iranian films began with children's films and developed in Iranian children's films and other genres of Iranian films.

Adhesion Layer 사용으로 인한 Si Thin Film Anode 전극의 신뢰성 향상

  • O, Min-Seop;Song, Yeong-Hak;U, Chang-Su;Jeong, Jun-Ho;Hyeon, Seung-Min;Lee, Hu-Jeong
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.681-682
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    • 2013
  • 전기는 우리 주변의 에너지 형태 중에서 가장 편리하고 광범위하게 사용되고 있다. 이러한 전기는 전자제품, 전기자동차, 에너지 저장 플랜트 등 매우 많은 분야에서 저장되고 사용되고 있다. 특히 에너지 저장 용량의 확대는 휴대폰, 노트북 PC 등 휴대용 IT 기기의 성장에 결정적인 역할을 하였다. 가볍고 작으면서도 고용량의 전기 에너지 저장 장치가 없었다면, 통신이나 인터넷 그리고 오락 등 다양한 기능을 작은 휴대용 기기에 구현할 수 없었을 것이다. 그러나 시간이 흐를수록 기기의 요구 성능이 높아지고 소비자의 니즈가 더욱더 다양해지고 고도화될수록 단일 부품으로 가장 큰 부피를 차지하는 에너지 저장 장치의 용량과 디자인은 점점 중요해지고 있다. 이러한 에너지 저장 장치에서 가장 친숙한 형태는 2차 전지 계열이다. 납 축전지를 비롯하여, 니켈수소, 니켈카드뮴, electrochemical capacitor와 Li ion 계열 등이 대표적이다. 특히 Li ion 배터리는 모바일, 자동차 및 에너지 저장 그리드 등과 같은 다양한 분야에 가장 많이 적용되고있다. Li ion 배터리에 대하여 현재의 핵심적인 연구분야는 전극 재료(cathode, anode)와 electrolyte에 대한 것이다. Anode 전극 재료 중에서 가장 많이 사용되는 재료는 카본을 기반으로 하는 재료로 안정성에 대한 장점이 있지만 에너지 밀도가 낮다는 단점이 있다. 에너지 저장 용량 증가에 대한 필요성이 증가하기 때문에 현재 많이 사용되고 있는 에너지 밀도가 낮은 카본 재료를 대체하기 위해서 이론 용량이 높다고 알려진 실리콘과 같은 메탈이나 주석 산화물과 같은 천이 금속 산화물에 대하여 많은 연구가 진행되고 있다. 특히 현재까지 알려진 많은 재료 중에서 가장 큰 capacity (~4,000 mAh/g)를 가지고 있다고 알려진 실리콘이 카본의 대체 재료로 많은 연구가 진행되고 있다. 그러나, Li 과 반응을 하며 약 300~400%에 달하는 부피팽창이 발생하고, 이러한 부피 팽창 때문에 충 방전이 진행됨에 따라 current collector로부터 박리되는 현상을 보여 빠른 용량 감소를 보여주고 있다. 본 연구에서는 adhesion layer를 current collector와 실리콘 전극 재료 사이에 삽입하여 충 방전 시 부피팽창에 의한 미세구조의 변화와 electrochemical 특성에 대한 영향을 알아보았다. 실험에 사용한 anode 전극은 상용 Cu foil current collector에 RF/DC magnetron 스퍼터링을 통해 다양한 종류(Ti, Ta 등)의 adhesion layer과 200 nm 두께의 Si 박막을 증착하였다. 또한 Bio-logic Potentiostat/ Galvanostat VMP3 와 WanAtech automatic battery cycler 장비를 사용하여 0.2 C-rate로 half-cell 타입의 코인 셀로 조립한 전극에 대한 충 방전 실험을 진행하였다. Adhesion layer의 사용으로 인해 실리콘 박막과 Cu current collector 사이의 박리 현상을 줄여줄 수 있었고, 충 방전 시 Cu 원자의 실리콘 박막으로의 확산을 통한 brittle한 Cu-Si alloy 형성을 막아 줄 수 있어 큰 특성 향상을 확인할 수 있었다. 또한, 리튬과 실리콘의 반응을 통한 형태와 미세구조 변화를 SEM, TEM 등의 다양한 장비를 사용하여 확인하였고, 이를 통해 adhesion layer의 사용이 전극의 특성향상에 큰 영향을 끼쳤다는 것을 확인할 수 있었다.

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A Study on Cultural Activity among the Baby-boom Generation (베이비부머세대의 문화활동에 관한 연구)

  • Cho, Tae-Seon;Bae, Na-Rae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.470-475
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    • 2016
  • The purpose of this study is to propose the revitalization of the existing senior cultural activity centers as a new venue for the social and cultural activity of the baby-boom generation. Unlike the previous generation of seniors, the baby-boom generation (born in 1955-1963) has a strong desire to actively participate in various social activities, as well as working for their living. In order to meet their needs, it is proposed that the existing senior cultural activity centers be redesigned and transformed from an elderly welfare perspective. The data were collected using a structured questionnaire including questions on the socio-economic background, need for cultural activities, social activities, and job-training programs. The data collected from a total of 229 baby-boomers were used for the final analysis by cross-tabulation. The major findings are as follows: most of the baby-boom generation strongly agreed that they were very different from the previous elderly generation in terms of their education and social and economic environment. Therefore, a new system for the senior cultural activity centers which can integrate these various needs is suggested to encourage the baby-boomers to participate more actively, even after their retirement. Based on the research results, a new paradigm for the senior cultural activity centers is proposed in order to enhance their quality. The application and practice of our research results would be very important, because larger numbers of baby-boomers are gradually retiring from the workforce, and it is necessary to ensure their ongoing integration in society for the further development of society in general.

A Study on the IPTV Usage and Service Satisfaction (IPTV 수용자의 이용행태와 서비스 만족도에 대한 연구)

  • Seol, Jin-Ah;Bong, Mi-Sun
    • Korean journal of communication and information
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    • v.46
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    • pp.485-510
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    • 2009
  • Since the inception of Internet Protocol TV's real-time service on January, 2009, technological challenges and lack of content diversity of IPTV have been cited as problem areas. While past researches focused on IPTV's technological, industrial and policy facets, this research surveyed the viewers' viewing and usage patterns, and the level of service satisfaction among actual audiences of MegaTV, SKBroadband, and LGTV since January. The results show that subscription fee and content types were the two dominant determinants in audience's choice of a particular IPTV company. The high users of IPTV were on average aged between 30-39, and women tended to be heavier users than men. The surveyed audience also regarded IPTV to be more similar to the Internet than any other medium such as Cable TV and Satellite TV. IPTV audience cited 'lifestyle service' and 'additional service' offerings to be highly relevant to their usage and satisfaction; interactive service and educational service also showed high correlation to usage and satisfaction. The most watched contents on IPTV were domestic TV series, followed by foreign movies and variety shows. 'Fees for additional features,' 'lack of real-time terrestrial TV service', and 'lack of content variety' were the major areas of concern for IPTV viewers. They answered that the monthly fee was the most important factor in the selection of IPTV. Use of pay-per-view contents and add-on interactive service fees were also seen as problematic. With regards to future usage, the IPTV audience revealed that they were very sensitive and reluctant to pay for additional services. While existing researches concentrated on IPTV's technological problems and lack of content diversity, this study illuminated the more pragmatical side of the viewers, namely, the importance of price in audience's selection of an IPTV service provider. From these results, it is recommended that, before doing anything else, the service providers try to meet the audience's expected price points in order to garner the full potential of IPTV and the attendant mass audience.

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Student-, School-, and ICT-Factors Predicting Computer-based Collaborative Problem Solving: Focusing on Analyses of Multi-level Models (컴퓨터 기반의 협력적 문제해결력 성취를 예측하는 학생과 학교 및 ICT 요인 : 다층모형 분석을 중심으로)

  • Lim, Hyo Jin;Lee, Soon Young
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.457-471
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    • 2018
  • This study examined student- and school-level background and ICT factors that affected PISA 2015 Collaborative Problem Solving (CPS) for Korean students (4863 students from 142 high schools). A two-level hierarchical linear model (HLM) was analyzed from the basic model (model 1) with no predictors to the final model (model 5) with all predictors. Results showed that first, gender, socioeconomic/cultural backgrounds, cooperation level positively predicted CPS scores while perceived unfairness of teacher negatively predicted the outcome. Second, the more frequently ICT was used for out-of-school learning purposes, the less frequently ICT was used for entertainment purposes, and the less frequently ICT was used in schools, the higher CPS scores were. Considering ICT autonomy and social interaction variables measured for the first time in PISA 2015, students who were more interested in ICT and more autonomous in using ICT devices achieved higher CPS scores. On the other hand, the more students considered ICT important as social interaction, the less they gained CPS scores. Third, in terms of school-level characteristics, the smaller the students behavior detrimental to learning, the higher the teachers perceived positive working environment, and the fewer the number of computers available per student, the higher CPS scores were. To facilitate computer-based collaborative problem-solving competence, it is important for students to have interest and autonomy in using ICT. In addition, the guidelines of ICT use and SW curriculum need to be established in order to increase the effectiveness of using ICT device in school.