• Title/Summary/Keyword: Board Game Development

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A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

Development of the Computer-assisted Nutrition Education Program of Eating-out Guidance for Teenagers (올바른 외식지도를 위한 청소년용 영양교육 사이트(Health14.net) 개발)

  • Bae, Eun-Young;Lee, Kyung-Hea;Lyu, Eun-Soon;Her, Eun-Sil
    • Korean Journal of Community Nutrition
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    • v.12 no.4
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    • pp.462-476
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    • 2007
  • This study aimed to develop a nutrition education internet program for correcting the eating-out behaviorial problems of youth. A survey was performed to investigate the eating-out behavior patterns of youth by questionnaires. A nutrition education program was developed on the basis of the survey results, and evaluated by teenagers. The results of the developed homepage are summarized as follows: The contents of this program (www.health14.net) consist of '${\times}$ Health (Teenager, My Health, Healthy life, Beautiful life)', '+ Nutrition (To find slow foods, Fast foods campaign, Selecting fast foods, The best menu for eating-out, Recipes for health, Golden bell nutrition quiz)', '${\div}$ Information (Diet mini-homepage, Q & A, My knowhow, Game, Community)' and 'Basic Menu (home, Log in, Information and news, Mini-homepage, Site map, Free bulletin board)'. It can be used as educational material for dietary behaviorial changes in school. Also teachers and parents could get information on eating-out menus. Through this site, we anticipate contributing to nutritional health promotion by correcting the eating-out habits of youth.

A Study on Enhancing Brand Recognition in the Research Agency of Geoscience and Mineral Resources (지질자원 전문기관 브랜드인지도 제고방안 연구)

  • Kim, Chan-Souk;Kim, Seong-Yong;Park, Eun-Sook;Choi, Byung-Kwan
    • Economic and Environmental Geology
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    • v.44 no.5
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    • pp.443-449
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    • 2011
  • In this study, we carried out a survey on the degree of recognition for the brand of the Korea Institute of Geoscience and Mineral Resources (KIGAM) to contribute to reestablishing the status and role of KIGAM as an institution that people proud of by effectively delivering KIGAM's various research activities and achievements to people. About 49.9% of external publics recognized that there was relevance between research achievements of geo-technology and national brand. On the contribution of research achievements of geo-technology to promoting Korea's power of science and technology, 42.3% gave positive answers. On research achievements of mineral resources technology, just 14.4% replied they saw such results. As alternatives to promote the degree of recognition for brand, we suggested development of beneficial message, operation of brand management committee, promotion of involvement of research achievements of mineral resources technology about people-friendly subjects, development and distribution of "board game for education on mineral resources technology" for youths, activation of location PR, activation of online Q&A bulletin board, finding out star researchers, and president's PI activities.

Energy expenditure measurement of various physical activity and correlation analysis of body weight and energy expenditure in elementary school children (일부 초등학생의 대표적 신체활동의 에너지소비량 측정 및 에너지소비량과 체중과의 상관성 분석)

  • Kim, Jae-Hee;Son, Hee-Ryoung;Choi, Jung-Sook;Kim, Eun-Kyung
    • Journal of Nutrition and Health
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    • v.48 no.2
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    • pp.180-191
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    • 2015
  • Purpose: There is a lack of data on the energy cost of children's everyday activities, adult values are often used as surrogates. In addition, the influence of body weight on the energy cost of activity when expressed as metabolic equivalents (METs) has not been vigorously explored. Methods: In this study 20 elementary school students 9~12 years of age completed 18 various physical activities while energy expenditure was measured continuously using a portable telemetry gas exchange system ($K_4b^2$, Cosmed, Rome, Italy). Results: The average age was 10.4 years and the average height and weight was 145.1 cm and 43.6 kg, respectively. Oxygen consumption ($VO_2$), energy expenditure and METs at the time of resting of the subjects were 5.41 mL/kg/min, 1.44 kcal/kg/h, and 1.5 METs, respectively. METs values by 18 physical activities were as follows: Homework and reading books (1.6 METs), playing game with a mobile phone or video while sitting (1.6 METs), watching TV while sitting on a comfortable chair (1.7 METs), playing video game or mobile phone game while standing (1.9 METs), sweeping a room with a broom (2.7 METs) and playing a board game (2.8 METs) belong to light intensity physical activities. By contrary, speedy walking and running were 6.6 and 6.7 METs, respectively, which belong to high intensity physical activities over 6.0 METs. When the effect of body weight on physical activity energy expenditure was determined, $R^2$ values increased with 0.116 (playing a game at sitting), 0.176 (climbing up and down stairs), 0.246 (slow walking), and 0.455 (running), which showed that higher activity intensity increased explanation power of body weight on METs value. Conclusion: This study is important for direct evaluation of energy expenditure by physical activities of children, and it could be used directly for revising and complementing the existing activity classification table to fit for children.

An Economic Analysis of the Migration Decision: The Case of Korea (우리나라 인구이동결정에 관한 경제적 분석)

  • Lee, Seon
    • Korea journal of population studies
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    • v.10 no.1
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    • pp.70-86
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    • 1987
  • Going beyond the previous formulations of development theories, the present paper explores the effects other than political economy on quality of life in a rapidly developing country. The major analysis takes up the historical trend and nature of the developmental transformation that is partially a consequences of state structures and partially autonomous form it in South Korea. Also, it diagnoses developmental pathways for the future track by constructing a baseline model for state transition on the basis of power game between the state and civil society in the country. The results of the historical analysis show that civil society has been transformed in the course of confrontations and interactions between the state and nationalist social movement. The distinction between developmental(or bureaucratic authoritarian) and democratic state is presented to show that these are two qualitatively different aspects of state of state power, requiring separate analytical treatment. Furthermore, the state-centric approach which emphasizes the active role of the state at the sacrifice of societal fabric-constraining social conditions for quality of life - appears to be modified. On the contrary, the impact of civil society is transmitted both directly and indirectly via labor and ecological movement for quality of life, which is critical to the formation of the welfare state in the country. The prospect for sustainable development in Korea lies in providng and expanding quality of life in terms of the financial feasibility of the state through the public-private cooperation, and abstaining from drastic and radical commitment to welfare services as is the case with the European declines in welfare state, Further studies are needed to examine the interrelationships in different historical and cultural settings of developing counties to estimate a theory of quality of life and social justice.

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Storyboard of Immortal Land in Gugok-Wonlim - A Special Reference to Goisan - (구곡원림(九曲園林)에서 찾는 신선경(神仙境)의 경관 스토리보드 - 괴산 갈은구곡(葛隱九曲)을 대상으로 -)

  • Rho, Jae-Hyun;Park, Joo-Sung;Sim, Woo-Kyung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.1
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    • pp.90-104
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    • 2011
  • This study identified the scenic characteristics in Gugok and symbolism reflected in titles of the scenery of the season in Gugok from a perspective of Sundoism concentrated on Galeun Gugok in Goisan which is influenced most greatly by Sundoism hermit ideas in Korea, along with Seonyudong-Gugok. In addition, it suggested a measure for arrangement and narrative Storyboard of Galeun Gugok structure corresponding with promotion and propagation of Gugok cultural scenes and educational goals. According to analysis and interpretation of the various Gugoks forming Galeun Gugok in terms of their titles, names engraved in surrounding elements and the coherent symbolic meanings of its scenery and place through comparison with secenery of near Seonyudong-Gugok, the result shows that Galeun Gugok comprises wishes for eternal life in the forms of Taoist hermit-related scenery of the season within the range of stream and old stories based on environmental affordance. In figurative way, it ultimately presents the Wonyung(圓融) idea which seeks a harmonious combination of God and humankind. In particular, consciousness of longevity without problems is deeply inherent in the background of eternalness of plants, divinity of animals and natural homeostasis. Also, 9 Gok Seongukam set up at visual terminal reflect noticeably that a game Go is the amusement of the immortals, which describe 9 ranks of GO figuratively. Galeun Gugok is formed in a unity structure, which is hermit-oriented Sundoism and motif, such as longevity and immortality, divinity and enjoyment of Sundoism hermit rather than used as a method to achieve taste for the arts or ethics. Given the fact, it presents eternal longevity and atmosphere of seclusion in very strong way. Development of spatial Storyboard structure based on this is interpreted as 'Entering the world of hermits(Introduction)'-'Looking the world(Development)'-'Living with hermits(Turn)'-'Becoming hermit(Conclusion).' Finally, the scenery image of Galeun Gugok presented in surface structure is based on beauty of the immortal land scenery as well as beauty of pre-achieved space in Gugokdongcheon and arranged the vertical narrative structure as divine space of 9 ranks of GO. Taking those into account, scenery story board of Galeun Gugok was suggested in accordance with a theme of 6 cuts; Gnagsun(降仙)-Sungyeong(仙境)- Sunyak(仙藥)-Sunhak(仙鶴)-Sunyu(仙遊)-Eunsun(隱仙). It is obvious that hermit which live an eternal life as a representative of Sundoism, should be the main motif of scenery planning in a filed of modem landscaping. Therefore, the most valuable component in designing Korean landscape must be the homeostasis of surrounding landscape which supports the characteristics of invariability and divinity of nature.