• 제목/요약/키워드: Leisure Flow

검색결과 75건 처리시간 0.041초

이중 킬 요트의 저항 특성에 관한 연구 (A Study of the Resistance Characteristics of Double Keel Yacht)

  • 이유신;정우철;김규선;박제웅;김도정;박경훈
    • 한국해양공학회지
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    • 제25권1호
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    • pp.22-26
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    • 2011
  • The resistance performances of a small leisure yacht with two different keels, center and double, respectively, are investigated using a model test at circulating water channel and CFD analysis. Flow patterns around the keels are observed using a tuft test to make clear the relation between the resistance performance and the flow characteristics around the keels. The results show that the keel does not affect free surface flows and that the double keel yacht has better performance compared to a single keel yacht in oblique condition from the resistance point of view.

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • 대한인간공학회지
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    • 제32권6호
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    • pp.481-487
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    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

골프학과 대학생의 학업적 자기효능감과 학습몰입 및 자기주도학습의 관계 검증 (An Analysis of Structural Relationship among Academic Self-directed Learning, Leaning Flow, and Self-efficacy of Golf Department Students in Colleges)

  • 조상우;강현욱
    • 한국응용과학기술학회지
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    • 제37권5호
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    • pp.1067-1077
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    • 2020
  • 본 연구의 목적은 골프전공 대학생의 학업적 자기효능감과 학습몰입 및 자기주도학습의 관계를 조사하는데 있다. 본 연구는 골프전공 대학 수업에 참여한 257명의 학생들로 구성되었으며, 270명의 학생들의 데이터를 분석하였다. SPSS 21.0 및 AMOS 22.0의 프로그램을 이용하여 구조방정식 모델을 분석하였다. 그 결과는 다음과 같다. 첫째, 골프전공 대학생의 학업적 자기효능감은 학습몰입에 긍정적인 영향을 주었다. 둘째, 골프전공 대학생들의 학습몰입은 자기주도학습에 긍정적인 영향을 주었다. 셋째, 골프전공 대학생의 학업적 자기효능감은 자기주도학습에 긍정적인 영향을 주었다.

360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 방문의도에 미치는 영향 - 한국 체류 중국인 유학생 대상으로 (The Effect of 360-degree VR Tourism Contents Motivations, Flow, Continuance Usage Intention on Visit Intention - For Chinese Student in Korea)

  • 석화윤;진로;남윤재
    • 디지털융복합연구
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    • 제20권2호
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    • pp.389-398
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    • 2022
  • 최근 관광 및 레저 관련 VR(가상현실) 콘텐츠가 관심을 받고 있다. 따라서 본 연구는 360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 콘텐츠 이용자들의 방문의도에 영향을 미치는지를 중국인 유학생을 대상으로 설문 분석하였다. 연구결과, 360° VR 관광 콘텐츠의 이용동기 중에서 쾌락적 혜택과 개인적 혜택은 콘텐츠 이용자들의 방문의도에 유의한 영향을 주는 것으로 나타났다. 그러나 생생함과 편리성은 방문의도에 영향을 미치지 않았다. 또한, 플로우는 방문의도에 긍정적인 영향을 미치는 것으로 나타났으나 지속사용의도는 방문의도에 영향을 주지 않았다. 이는 360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 방문의도에 영향을 주는지에 대해 규명한 것에 의의가 있고 360° VR 관광 콘텐츠 소비가 방문의도를 강화시키는 마케팅 도구가 될 수 있다는 것을 시사한다.

Assessment of water quality in an artificial urban canal: A case study of Songdo City in South Korea

  • Ahn, Jungkyu;Na, Yeji;Park, Sung Won
    • Environmental Engineering Research
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    • 제24권4호
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    • pp.582-590
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    • 2019
  • Currently, the waterfront facility was constructed in New Songdo City, South Korea. It has the various water leisure areas and especially an artificial urban canal with filtered seawater by re-circulating flow system. However, due to excessive amount of nutrients from seawater combined with complicated geometry, it is highly vulnerable to deterioration of water quality. In this study, flow characteristics and pollutant transport were analyzed with comprehensive numerical models, MIKE 3 FM and ECO-lab. Based on these numerical results, notable sampling points were selected for field measurements and comparison between modeling and measured results were conducted. In addition, the integrated water quality evaluation index, Water Quality Index was applied to analyze various water quality issues. We also set up scenarios to control the two kinds of water quality factors, dissolved oxygen (DO), and total phosphorus (TP). As a result, the effect of 20% reduction of TP was less than 10% and it was almost ineffective for a year but it was reduced by up to 40% in case of scenario which DO is increased by 20%. Therefore, it was recommended to control the DO concentration, usually by applying re-aeration facility, rather than TP in artificial urban canal with seawater.

A Study on the Daily Life Experience of Medical Students using the Experience Sampling Method

  • Yoo, Hyo Hyun;Jun, Soo-Koung;Kim, Seong Yong;Park, Kwi Hwa
    • International Journal of Contents
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    • 제13권4호
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    • pp.16-22
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    • 2017
  • The purpose of this study was to investigate the daily life experiences of medical students and to explore gender differences in these experiences using the Experience Sampling Method (ESM) as the method. The instrument, the Experience Sampling Form (ESF), consisted of questions on the external and internal experiences of the respondents. Data were collected from 2,035 ESFs by 91 students (male=52, female=39) at three medical schools for one week. The data was analyzed using the statistical tests of the t-test and ${\chi}^2$ test. Activity places were significantly different by gender (${\chi}^2=16.576$, p=.001). Males spent more time in learning places such as schools, libraries, etc., whereas females spent their time in personal places, including their homes, dormitories, etc. Males undertook more learning activities than did females, and females undertook more social/leisure activities and basic life activities than did male students (${\chi}^2=18.753$, p=.001). They were in a learning place and performing learning activities. There were significant perceptual differences between males and females about their flow levels, competency levels, and difficulty levels, based on the activity type. These results can help us to understand the daily lives of medical students and can be useful in developing counseling programs and educational activities for students.

과학 영재학생들의 일상에서 나타나는 몰입과 창의성에 대한 연구 (Research on 'Flow' and Creativity as Observed in the Daily Lives of Science-Gifted Students)

  • 이남주;백성혜
    • 한국과학교육학회지
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    • 제34권2호
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    • pp.147-153
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    • 2014
  • 본 연구는 과학영재학생들의 일상에서 나타나는 몰입유형과 창의성을 알아보고 그 관계를 찾아보는데 목적이 있다. 이를 위해 영재학생들의 몰입 경험과 주된 활동을 2개월 동안 경험표집법(Experience Sample Method:ESM)을 통해 자료를 수집하였고 창의성과의 관계를 상관분석을 통해 분석하였다. 연구 결과 4채널 상태 중 몰입이 40.4%로 가장 높게 나타나 일상에서 초등과학영재들이 몰입 경험을 많이 하고 있음을 알 수 있었다. 몰입이 많이 나타나는 주된 활동은 생산활동, 사회활동, 여가활동, 기초활동 순으로 나타났으며 기술과 도전이 낮은 무관심은 반대의 순으로 나타났다. 몰입경험과 창의성은 유의수준 .01에서 정적 상관을 가져 일상에서 몰입 경험이 많이 나타날수록 창의성도 높게 발현됨을 알 수 있었다. 연구결과 과학영재들의 창의성 증가를 위해서는 몰입을 많이 경험할 수 있는 과학프로그램 개발이나 삶 속에서 몰입경험 빈도가 높은 생산활동을 하면서 동시에 불안을 줄이고 인내심을 기를 수 있는 환경을 가지게 하는 것이 필요하다.

치유개념을 적용한 치유단지의 계획특성 연구 - 국내 조성되어 운영되고 있는 주요 단지를 중심으로 - (A Study on the Planning Characteristics of a Healing Complex applying the Concept of Healing - Focusing on major complexes that have been constructed and operated in Korea -)

  • 박훈;채철균
    • 대한건축학회논문집:계획계
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    • 제35권3호
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    • pp.79-90
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    • 2019
  • There are more and more citizens suffering from severe fatigue, and they wish to escape from it and spend their leisure time for healing. As a result, buildings and complexes are being constructed nationwide with healing as their theme. Particularly, they tend to build facilities with concepts like a spa, beauty, healing, meditation, nature, or forest healing. The purpose of this study is to examine the concept of healing environment and the nationwide tendencies of building facilities with healing as their theme and also investigate the planning characteristics of complexes and architecture with three representative complexes as examples. Complexes intended for healing have immersion into nature being freed from one's routine as their concept. When planning the flow of human traffic within the complexes, they try to obtain the autonomy of choice as well as the diversity of space and experiential factors in order to provide opportunities for experiencing nature. In the complexes selected for a case study here, they have planned the factors of physical environment that are associated with one another based on architectural education programs using red clay, programs specializing poetry, and healing programs using food. Typically, this is centered around outdoor experiential space, indoor meditation and education space, or fitness space. Also, it is characterized by the planning of physical environment and the complex operation of programs. Particularly, public space is divided into communal space, resting space, and health and treatment space, and health/resting space is mainly intended for health and exercise, for example, fitness, spas, or jjimjilbang (Korean dry saunas). Also, it is characterized by the planning of pitched roofs harmonized with nature and also facade planning that can positively adopt the factors of natural environment.

소방용 호버크래프트 성능 향상을 위한 컴퓨터 제어기 (Performance Computer Controller for fire Control Hovercraft)

  • 조문택;송호빈;김영춘;백동현;홍봉화;주해종
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2011년도 제42회 하계학술대회
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    • pp.2142-2143
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    • 2011
  • Amphibious possible, and good fuel economy, so as leisure and transport has increased the use of hovercraft. Fire started in Korea, the prevalence is increasing in demand as the trend has been increasing steadily. In this paper, the hovercraft's forward and backward direction can be controlled in order to free the reverse bucket control system was developed. Control due to development by promoting the flow of air and turn right, turn left and easy to reverse the life-saving and stable at high speed, etc. has made possible the operation of hovercraft. To prove the validity of the proposed controller in Matlab simulation and the actual delivery at the firehouse, built into a model for the demonstration test was performed.

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인천-영종 간 해상수송시스템 구축을 위한 경제적 타당성 분석 (A Feasibility Study on the Economic Aspect of Sea Transportation System between Inchon and Youngjong Island)

  • 전재우;이승희
    • 한국해양공학회지
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    • 제13권3B호
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    • pp.116-126
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    • 1999
  • The purpose of this study is to analyze the economic aspect of sea transportation system between Inchon and Youngjong island in which Inchon international airport is being constructed. Total demand of sea transportation arising from in the airport and Yongyu Muwi leisure complex was estimated. To select optimum transportation route, environmental conditions in and around Inchon harbour and Youngjong island including the change of water depth by tide current, fog, rain, wind adn typhoon, ets., were investigated. The preliminary consideration on ships (size, velocity, transport capacity, price), routes, operational modes, terminals and berthing facilities were carried out. The transportation cost per passenger by sea transportation system was estimated to compare with that of land transportation system. It was found that sea transportation system proposed is competitive to the transportation system.

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