• Title/Summary/Keyword: Enjoy

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Using rough set to develop a volatility reverting strategy in options market (러프집합을 활용한 KOSPI200 옵션시장의 변동성 회귀 전략)

  • Kang, Young Joong;Oh, Kyong Joo
    • Journal of the Korean Data and Information Science Society
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    • v.24 no.1
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    • pp.135-150
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    • 2013
  • This study proposes a novel option strategy by using characteristic of volatility reversion and rough set algorithm in options market. Until now, various research has been conducted on stock and future markets, but minimal research has been done in options market. Particularly, research on the option trading strategy using high frequency data is limited. This study consists of two purposes. The first is to enjoy a profit using volatility reversion model when volatility gap is occurred. The second is to pursue a more stable profit by filtering inaccurate entry point through rough set algorithm. Since options market is affected by various elements like underlying assets, volatility and interest rate, the point of this study is to hedge elements except volatility and enjoy the profit following the volatility gap.

Actual Wearing Conditions and Attitude: An Initial Report on an Outdoor Wearing Survey for Man and Woman in their 30s to 50s (30~50대 남녀의 아웃도어 웨어 착용실태 및 인식조사(제 1보))

  • Paek, Kyung Ja;Hwang, Young Mi;Lee, Jeong Ran
    • Fashion & Textile Research Journal
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    • v.15 no.5
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    • pp.787-796
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    • 2013
  • This study is an initial report of actual wearing conditions and attitude based on a survey of wearing outdoor wear for men and women in their 30s to 50s who enjoy daily leisure sport activities. Most middle-aged men and women who enjoy outdoor activities were interested in new trends and clothing styles. The greatest area of interest was health(42.9%), followed by leisure and sports(38.4%); in addition, hiking(40.2%) was the most popular outdoor activity. The majority of subjects participated in outdoor activities for over 5 years(34.4%). The highest frequency of outdoor activities was conducted once or twice a month, and it took one to three hours for each activity. Nearly half of the respondents( 47.7%) answered that the goal of outdoor activities was to maintain their health. Subjects in their 40s and 50s were more equipped in their outdoor activities and in their 50s made ongoing investments despite costs. When wearing clothing, the subjects placed a priority on design(in the case of subjects in their 30s) and comfort(for subjects in their 40s and 50s). This survey shows that the subjects emphasized access to outdoor wear and equipment. In all age groups, the biggest complaint about outdoor wear was price; in addition, they were unsatisfied with the length and the sleeves of outdoor jackets. Outdoor wear will draw a positive attention for its practical use of clothing if it is developed according to consumer demands based on functionality for outdoor activities and convenience in daily life.

The Development of Game Simulator for Snowboard (스노우보드 게임 시뮬레이터 개발)

  • Kim, Dong-Jin;Yoon, Pyoung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.510-516
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    • 2019
  • In this paper, a snowboard simulator that measures the user's motion and makes the user feel physical changes and enjoy actual snowboarding was developed. The speed and direction of the snowboard are determined by the user's center of gravity. The developed simulator is equipped with four springs on the snowboard plate, so that the slope can change according to the change in the user's weight center and be felt directly. The slope due to the change in the center of gravity of the user is measured using a three-axis acceleration sensor. The friction of the slope generated by the rotation of the snowboard is made possible by the user using the BLDC motor, and the rotation of the snowboard is measured using the hole sensor. For rapid data processing of the simulator, two MCUs are used to transfer the measured data to the PC using the acceleration sensor and motor separately. The developed simulator can experience slopes and friction of the slope directly, and wear measured data and HMD to enjoy more realistic snowboarding.

A Study on Classification of Wood Cultural Resources in South Korea (목재문화자원의 유형 분류에 관한 연구)

  • HAN, Yeonjung;LEE, Sang-Min;CHOI, Jinyoung;PARK, Chun-Young
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.5
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    • pp.430-452
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    • 2021
  • The recent social atmosphere has been a preference for wood utilization and woodworks. The general public does not have many opportunities to enjoy wood culture, so there is a lack of awareness and foundation of wood culture. In this study, classification and case analysis of wood culture were conducted as basic research for establishing a promotion strategy for the general public to enjoy wood culture. The specificity of wood culture and cultural resources was analyzed to establish the concept of wood cultural resources. Through the analysis, wood cultural resources were defined as products created as a result of human activities that implied the cultural value of wood and wood use in terms of conservation, discovery, and utilization. The types of wood cultural resources were classified into seven categories using the classification examples performed on cultural resources: cultural heritage, cultural facilities, cultural festival, wood architecture, culture contents, culture education, and wood products. In addition, cases were searched and proposed for each type of wood cultural resources.

Development of patterns for comfortable wrap-one-piece style dance sport practice wear in daily life for middle-aged women with abdominal obesity (중년기 복부 비만 여성의 생활형 랩 원피스 스타일 댄스 스포츠 연습복 패턴 개발)

  • Kim, Jeong Ha
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.771-786
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    • 2020
  • This study aims to develop a life-friendly, wrap-one-piece style dance sports practice wear considering the physical characteristics of middle-aged, abdominally obese women. These types of practice wear allow people to enjoy exercise easily and to wear these garments as daily wear while meeting the requirements for dance sports wear. The three participants selected for this study were all women with five or more years of dance sports experience and were all average sized on Korea's abdominal obesity scale. In the first phase of the study, practice wear was created in a total of nine styles with three different styles of neckline depths for three different styles of dress skirt lengths. In the second phase of the study, the practice wear was created in 15 styles with five different styles of sleeve lengths for three different styles of waistline heights. After analyzing the design preferences of the participants, the fit preferences of the designs were evaluated and the final appearance was analyzed in order to suggest a pattern. The results of the subjects' first and second preference evaluations showed a preference for a 10 centimeter neckline depth, for high waistlines, and for elbow to wrist-length sleeves. The implementation of this research is expected to be extensive, as its results can be used as basic data for making lifestyle dance sports practice wear that covers the physical insecurities of middle-aged, abdominally obese women and enables them to enjoy their leisure time.

A Study on the Improvement of Accessibility to Public Space in Cities - Focusing on Wonju, Chuncheon, and Gangneung - (도시 공공공간의 접근성 개선 조사 연구 -원주시·춘천시·강릉시를 중심으로-)

  • Park, Hoon;Lee, Hae-Kyung
    • Journal of the Regional Association of Architectural Institute of Korea
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    • v.21 no.5
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    • pp.141-152
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    • 2019
  • A gradual increase in the number of people with disabilities and the elderly in our everyday life has changed our perceptions toward them. The concept of barrier free space has been gradually incorporated into the social system and into our everyday life, and has further developed into the universal design concept so that creating an environment where all inhabitants of a city are able to enjoy the space of everyday life. Against this backdrop, this study has conducted research on how to improve the accessibility of major public spaces in Wonju, Chuncheon, and Gangneung, or major metropolitan cities of Gangwon Province. The research has been conducted under the assumption that the conditions of utilizing public spaces in those cities will not meet public expectations compared to private spaced despite being iconic cities of Gangwon Province. The field survey results show that the concept of barrier free space is reflected, to some extent, in planning and development although its role in terms of using such space is not up to expectations. In particular, the buildings and facilities built prior to the enforcement of relevant policies are found to leave much to be desired due to unsatisfactory development plans between architecture and urban public space, which necessitates improvement on relevant policies, sincere efforts of local governments, and practical guidelines that can be useful in the implementation stage. Above all, building owners and public administrations are advised to raise their awareness on the concept of universal design so that it is firmly rooted in our everyday life as one of the universal values. It should lead to the efforts of the members of local cities in providing the environment where people are able to enjoy these utilities from the perspective of promoting public welfare.

A Study on the Wearing Condition and Design Preferences of the Rash Guard (래시가드 착용실태 및 디자인 선호 연구)

  • Han, Yuchen;Choi, Jeongwook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.1
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    • pp.45-57
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    • 2022
  • A rash guard, also known as rash vest or rashie, is functional sportswear that protects the wearer's skin from various dangers during outdoor sports activities. It is durable and comfortable since it is designed considering muscle movement. In modern society, more and more people enjoy leisure activities due to an increase in income level and increased leisure hours. Water leisure activities are increasingly enjoyed in the summer. As the way people think of leisure evolves, people are more inclined toward dynamic leisure sports rather than static facility tourism. Therefore, more research on rash guards is required. By identifying and analyzing the design preferences and purchase behaviors of young adults on rash guards, this study aims to provide basic data on the actual sportswear behaviors concerning those who are most active in water sports, people in their 20s and 30s. Furthermore, the study aims to contribute to a healthy exercise lifestyle for women who enjoy water sports and the growth of the water sportswear market. In the study, a survey was conducted using a questionnaire to investigate the wearing behaviors and purchase preferences as well as the wearing satisfaction on rash guards. For the study, 200 copies of the questionnaire were distributed and collected to be used as analysis data. The questionnaire consisted of 36 questions, 6 about demographic characteristics, 11 about purchase preferences, and 19 about wearing satisfaction. The collected data was analyzed using the statistical program SPSS 8.0. The study results can be used as basic data to investigate the design preferences and wearing behaviors of rash guards of women in their 20s and 30s. The results found numerous complaints on comfortableness and durability, which suggests more concern and improvements are necessary in those areas when designing patterns for rash guards.