• Title/Summary/Keyword: 체험유형

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An analysis of students' online class preference depending on the gender and levels of school using Apriori Algorithm (Apriori 알고리즘을 활용한 학습자의 성별과 학교급에 따른 온라인 수업 유형 선호도 분석)

  • Kim, Jinhee;Hwang, Doohee;Lee, Sang-Soog
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.33-39
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    • 2022
  • This study aims to investigate the online class preference depending on students' gender and school level. To achieve this aim, the study conducted a survey on 4,803 elementary, middle, and high school students in 17 regions nationwide. The valid data of 4,524 were then analyzed using the Apriori algorithm to discern the associated patterns of the online class preference corresponding to their gender and school level. As a result, a total of 16 rules, including 7 from elementary school students, 4 from middle school students, and 5 from high school students were derived. To be specific, elementary school male students preferred software-based classes whereas elementary female students preferred maker-based classes. In the case of middle school, both male and female students preferred virtual experience-based classes. On the other hand, high school students had a higher preference for subject-specific lecture-based classes. The study findings can serve as empirical evidence for explaining the needs of online classes perceived by K-12 students. In addition, this study can be used as basic research to present and suggest areas of improvement for diversifying online classes. Future studies can further conduct in-depth analysis on the development of various online class activities and models, the design of online class platforms, and the female students' career motivation in the field of science and technology.

Classification of Growth Stages of Business Entities and Management Component Analysis in Forestry Convergence Industry (산림융복합산업 경영체의 성장단계 구분 및 경영요소 분석 연구)

  • Lee, Bohwi;Park, Chang Won;Joung, Dawou;Lee, Chagjun;Lee, Sang-Jin;Kim, Tae-Im;Park, Bum-Jin;Koo, Seungmo;Kim, Sebin
    • Journal of Korean Society of Forest Science
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    • v.108 no.3
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    • pp.429-439
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    • 2019
  • The objectives of this study were to gauge the extent of the forestry business through establishing the definition of forestry industry from the perspective of economic convergence and to analyze key components that affect each growth phase of a forestry business entity by classifying them. A total of 1,397 "sixth-sector industry" management entities were certified by the Ministry of Agriculture, Food, and Rural Affairs in South Korea from 2012-2017. Of these, 259 (18.5%) were in the forestry sector. In this study, the 259 forestry management entities were further classified into three phases based on sales distribution: entrance, development, and maturity. The entrance phase (<100 million KRW), development phase (>100 million and <1 billion KRW), and maturity phase (>1 billion KRW) constituted 33.2%, 55.4%, and 12.4% of the total 259 entities, respectively. The results showed that most of the management entities were either in the entrance or development phases, and only a small portion was in the maturity phase. To identify the key variables that affect each of the phases, chi-square analysis was used. We designed the "sixth-sector industry" type as an independent variable, whereas selected region, business organization, manager age group, forest product, processing type, and service type were designated as dependent variables. The results of the analysis showed that the processing and service types influenced all three developmental phases. Moreover, as the phase advanced, processing type showed a higher proportion of health-functional ingredients, such as powder or extract from forest products, which enable to develop and produce a variety of products. Service type also changed from simple experience to integrated experience tourism and finally to tourism education. Distribution and sales channel also turned out to be a significant factor during the development phase. This study provides the basic information needed to guide government support in the implementation of a formal forestry business through convergence as well as to increase the efficiency of business management.

Investigation on the Awareness and Preference for Wood Culture to Promote the Value of Wood: I. Awareness of Wood and Cultural Experience (목재의 가치증진을 위한 목재문화에 대한 인식 및 선호도 조사: I. 목재와 문화체험에 대한 인식)

  • HAN, Yeonjung;LEE, Sang-Min
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.6
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    • pp.616-642
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    • 2021
  • Improving public awareness of wood is essential for achieving the goal of establishing wood culture by expanding the use of wood. This study presents a basic examination of the strategy of revitalizing wood culture and a survey of its current status and requirements. The survey was divided into seven categories: awareness of wood culture; use characteristics of wood culture; preference and demand for wood culture; awareness of sub-fields of wood culture; awareness of the cultural resources of wood; trends of wood utilization; and wood-related living environment. Based on the survey results, the study analyzed four items: awareness of wood and cultural experience; awareness of the cultural resources of wood; wood-related living environment and trends of wood utilization; and preference and demand for wood culture. In this study, the public awareness of wood and cultural experiences, the first of four items, was analyzed using the survey results. Generally, wood and wood culture are viewed as materials and a cultural heritage, respectively. Moreover, wood is ecofriendly. However, no substantial difference was observed between the two perceptions. Forty-five percent of the respondents reported that using wood exerts a positive effect on the body and mind. However, such use also destroys forests. Additionally, the recognition of wood-related workers, such as engineers or skilled workers, was relatively low compared with educators, such as wood education experts. Moreover, less than 50% of the respondents answered that major projects related to wood culture are well-known, whereas 30% participated in wood education, such as woodworking experience, where the majority required hand tools. Furniture, wooden accessories, and wooden buildings were among the objects that individuals intended to make through the wood culture program. Approximately 23% of the respondents were aware about the wood culture experience center, while approximately 50% had visited it. The response rate to woodworking technology was 73%, where the highest response was found for wood education experts. To improve public awareness about wood, the importance of entertainment factors over educational factors should be considered in the experience of individuals. To provide opportunities to experience wood culture for more individuals, developing and actively promoting various contents, including entertainment elements, are necessary.

A Model of Enhancing Biodiversity through Analysis of Landscape Ecology in Seoul Cultivated Area (도시농경지의 경관생태학적 분석을 통한 생물다양성 증진 모델 - 서울시를 대상으로 -)

  • 송인주;진유리
    • Korean Journal of Environment and Ecology
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    • v.16 no.3
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    • pp.249-260
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    • 2002
  • The cultivated lands in metropolitan, such as Seoul, are quasi-natural areas that have been disturbed continuously by human being and is in needs to be preserved and to be managed than to get more crop production in the light of nature experience for civilians through conservation of biodiversity and landscape diversity. However, the cultivated lands in urban areas have decreased rapidly, being changed into developmental areas in its land use. This study is to review change of land use as time change of the cultivated lands in Seoul and to draw the landscape ecological characteristics and structure in the cultivated land after their analysis on the basis of biotope type map in Seoul. The ultimate goal of this study is for development of prototype to enhance biodiversity in urban drypaddy culture area on the results of these analyses.

Geographical Structure of View Point in the Landscape Experience on Mountain in Yangsan City (경관체함이 발생하는 조망점의 지리구조에 관한 연구;양산시 소재 산지를 대상으로)

  • Kang, Young-Jo;Cha, Young-Chae;Cha, Myeong-Sook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.3
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    • pp.75-84
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    • 2008
  • The purpose of this research is to find the visual characteristics and geographic structure in a landscape of mountains in Yangsan City. In order to carry out this study, 40 view points of 6 mountains in Yangsan City were selected to experience the mountainscape. The results are as follows. The mountainscape of Yangsan City was confirmed from the view point to the object of view as ranging in middle distance reverse, the angle of elevation 11${\sim}13^{\circ}$ which give the impression of confronted to the mountain, and the horizontal angle 50${\sim}90^{\circ}$ which gives the impression of vastness. This shows that mountainscapes are perceived impressively when seeing the mountain with the meaning to feel the texture of the mountain as a confrontational relationship rather than a pictorial relationship. The geographic structure of the view point which occurs in scenes of impressive experience is classified into eight types and its characteristics are investigated. The first type is corridor, and it emerges in a long narrow linear structure made from the surrounding environment with buildings or street trees. The second is tunnel in which a vision and light hidden while passing underneath a bridge, high-level road, or inside a tunnel can be seen. Third, the maze is formed by the mountain shape. The hill spur emerges when the direction of traffic changes after turning the coner of a building or mountain edge. The hill ground emerges at the top of a hill slope. Next, parallel emerges when the observer and the mountain are in the same direction of process. Confrontation occurs when confronting an isolated mountain. Finally, the view point emerges when passing through major points such as a bridge or square and the boundary of a village or city. This research arranged visual conditions that create impressive mountainscapes. Geographic characteristics in terms of Types that make possible to experience mountainscapes were described. The results of this research will be basic data collected for the management and preservation of mountainscapes and for landscape effect evaluation. Furthermore, this research suggests theoretical evidence to preserve and manage geographic structures that create view experiences as well as to preserve the landscape in terms of view points.

The Study on the Effect of Eco-Tourist's Attitude, Behavior and Satisfaction on Tour Expenses at Suncheon Bay (순천만 생태관광객의 태도와 행태, 만족도가 관광소비에 미치는 영향)

  • Park, Eun-Byul;Kim, Hyun;Choi, Hee-Sun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.1
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    • pp.50-63
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    • 2014
  • Eco-tourism has been recognized as a form of sustainable development that simultaneously satisfies the need for environmental preservation and the activation of local economies. Although some research findings relating to its positive environmental and social effects have been published, there is still controversy regarding its pros and cons in terms of its actual economic benefits, and little research about how they can be increased. Thus, the following research analyzes how the tour activities, attitudes and satisfaction of 314 actual visitors was related with their consumption behaviors, by surveying tourists to Suncheon Bay, a highly popular destination with a large number of visitors. The results are as follows. First, if the tourists were involved in a link-up tour, had prior eco-tourism experience, or had researched information on SunCheon bay eco-tourism before their visit, these were all positively correlated with consumption behaviors, and increased the amount of money they spent. In particular, among tour spending activities, accommodation cost is shown to be highly correlated with tour activities. Second, Free Independent Tourist(FIT) tended to show more positive tour attitudes than package tourists, spending more on accommodation and experience programs. The visitors to SunCheon Bay showed strong environmental attitudes, followed by social and cultural attitudes, and economic attitudes, in that order, and tourists with positive attitudes had a high rate of participation in experience programs. In addition, program participants showed a willingness to donate, and high satisfaction. Therefore, the following thesis proposes that Free Independent Tourist(FIT) should be induced to increase their contribution to the local eco-tourism economy, and highlights the need to develop various experience programs, aggressive advertisements and educational activities.

Investigation on the Awareness and Preference for Wood to Promote the Value of Wood: II. Awareness of Wood Cultural Resources (목재 가치 증진을 위한 목재에 대한 인식 및 선호도 조사: II. 목재문화자원에 대한 인식)

  • HAN, Yeonjung;LEE, Sang-Min
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.6
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    • pp.643-657
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    • 2021
  • In order to establish a strategy for revitalizing wood culture, a survey was conducted on the level of public awareness of wood culture and the experience of wood cultural resources by type. According to the survey, 31.4% of respondents had the images of cultural heritage such as palaces, temples, Hanoks, and cultural assets for wood cultural resources. The main reasons for having no image of wood cultural resources were the ambiguous concept and lack of interest in wood cultural resources. The importance of wood cultural resources classified into seven categories was in the order of cultural heritage, architecture of wood, cultural facilities, cultural festivals, wood products, cultural education, cultural contents. In the survey on the necessity and sufficiency of information on wood cultural resources, 46.7% of respondents needed more information to experience of wood cultural resources, while 64.8% of them had lacked information about wood cultural resources. More than half of the respondents wanted to experience of wood culture within next year, but about 20% of respondents participated in seven kinds of wood cultural resources, except wood products used in daily life. Based on these results, a systematic strategy should be developed to expand the opportunity for the public to experience of wood cultural resources and to promote them to public.

A study of Growth motif realization on Digital game (디지털 게임의 성장 모티프 구현 연구 -MMORPG를 중심으로-)

  • Lee, Jin;Jang, Jeong-Woon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.527-533
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    • 2008
  • 본 연구는 기존 RPG에서 주요한 재미 요소로 기능하던 성장 모티프가 MMORPG(Massive Multi-user Online Role Palying Game)에서 어떤 식으로 변형되어 나타나는 지 살펴본다. 성장과 역할 수행을 통해 재미를 얻는 게임인 MMORPG는 성장 서사에서 많이 나타나는 구조인 여정형 혹은 탐색형의 구조를 보편적으로 차용하고 있다. 그러나 기존 서사물에서 성장 모티프가 정체성 찾기와 같은 내면적인 변화를 나타내기 위해 구조를 차용하는 반면, 게임에서는 위의 구조를 통해 얻은 성장의 결과물을 수치의 증가나 외적 형태의 변화를 통해 나타낸다. 즉, 경험치나 아이템을 통해 성장이 수치화되어 나타나는 것이다. 이는 여정형 탐색담이라는 성장 서사의 보편적 구조에서 게임적인 특수성이 더해진 것이라 할 수 있다. 성장 소설만의 서사적 유형이란 바로 주인공의 변화 양상이 미숙에서 성숙으로, 불완전에서 완전으로, 결핍에서 충족으로 변화하는 과정을 담고 있는 이야기적 특질을 의미한다. 그러한 미숙하고 불완전한 존재가 변화하게 되는 계기와 과정, 그리고 그 결과로 구조화된 유형적 특질을 갖고 있는 소설 양식이 성장소설이라 할 수 있는 것이다. 이러한 구조화된 유형적 특질은 신화나 민담에서는 탐색담이나 여행담으로 나타난다. 게임에서의 성장은 캐릭터의 성장과 직결된다. 본격적으로 플레이어와 동일시되어 성장을 대리 경험적으로 체험하는 것은 D&D 온라인을 거쳐, 현재 MMORPG의 형태를 구현해낸 울티마 온라인이 이후부터이다. 세부적으로 구현된 세계와 온라인을 통해 생성된 방대한 네트워크 안에서 플레이어는 자신과 동일화된 캐릭터를 플레이하면서 대리경험을 하게 된다. 즉, 플레이어가 캐릭터의 성장에 작용하는 여러 가지 변수를 선택하고, 조작해가면서 자신만의 캐릭터를 생성해 나가면서, MMORPG가 구현하는 게임 세계에 구성원이자 일원이 되는 것이다. MORPG는 기존의 RPG의 선형적인 성장에 비해 복합적인 양상을 보여준다. 문화에서의 성장 서사에서 일반적으로 발견되는 여정형의 탐색담은 개발자 서사인 배경 스토리에서 나타나며, 레벨시스템과 이에 따른 공간의 배치에 따라 플레이어에게 직접적인 영향'을 끼친다. 영속적인 세계와 플레이어 간의 상호작용을 통해 일어나는 사용자 서사는 완결된 형태의 캐릭터를 무의미하게 만든다. 플레이어는 비선형적인 성장을 끊임없이 계속하게 되는 것이다.

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Analysis of Public Library Programs: U.S. Public Libraries' Practices (공공 도서관문화프로그램 유형 분석 연구 - 미국공공도서관을 중심으로 -)

  • Choi, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.351-374
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    • 2020
  • Public libraries provide information and cultural programs based on various collections as an information and culture hub in local communities. This study analyzed the cases of cultural programs of public libraries in the United States on "Programing Librarian," a website operated by the American Library Association to identify the trend of library programs. As a result of the analysis, the traditional program types such as hobbies, culture, and reading are major program types, but the new types as society and life are also appearing. New types of program activities such as social activities and experiences are also identified. In addition, it was analyzed that the tendency to effectively operate cultural programs with minimal cost is also occurring in the United States. As a marketing channel, Facebook was the most preferred method of promoting cultural programs.

Design of Suicide Prevention Content using Virtual Reality (가상현실을 이용한 자살예방 콘텐츠 설계)

  • Lim, Jae-Sang;An, Ki-Hyun;Shin, Seongho;Kim, Meyoung seon;Yoon, Seon Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.41-42
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    • 2016
  • 본 논문에서는 급증하는 사회적 문제인 자살에 대해 가상현실 체험을 통해 예방할 수 있는 콘텐츠 설계를 제안한다. 엔터테인먼트 형태의 콘텐츠로 뇌파 측정을 하여 자살증후군을 가진 대상자를 선별하고 이에 따른 자살동기 유형별 적합한 자살예방콘텐츠를 설계하는 것이다. 콘텐츠 설계는 자살예방을 위한 검증된 프로그램을 적용하고 사용자의 자연스러운 몰입을 유도하도록 VR 기기를 활용한다. 콘텐츠 사용을 통하여 수집된 데이터 분석으로 오프라인 전문가의 심층적인 치료 및 교육이 가능하도록 연계한다. 본 논문에서 설계된 콘텐츠를 이용하여 자살에 대한 경각심을 주거나 예방을 할 수 있을 것으로 기대한다.

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