• Title/Summary/Keyword: Leisure Industry

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Korean Private Security for the Academic Directivity and Security Industry for the Market Directivity (시큐리티의 학문적 지향성과 시큐리티 산업의 시장 지향성 - 한국 시큐리티의 발전현황을 중심으로 -)

  • Gong, Bae-Wan
    • Korean Security Journal
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    • no.17
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    • pp.15-31
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    • 2008
  • This study aims to analysis and measure on the private security for the academic directivity and security industry for the market directivity in Korea. For this study we compare and analysis the curriculum of 15 universities in Korea and the papers which were published on "Korean Security Science Review" that is a report in a professional private security. In conclusion, 269 subjects are used as instructional materials in 15 universities, thus 103 subjects for the private security and 60 for the leisure sports and first-aid treatment, 46 for the social science, 30 for the martial arts and shooting, 16 for the secretary affairs, 14 for the foreign languages. Regarding scientistic papers, 45.7% of papers for the private security of all and 14.6% for the public security, 14.6% for the criminal, and 11.6% for the terror etc. But there are any papers for the facilities guard or security in spite of the facilities guard is pivotal role in this field. The facilities guard or security, or maybe house detective, holds 80.5% of the private security market and it is important role in this industry in Korea. Besides, considering development of private security, the security market makeup the body-guard field hold 12.2%, prevention security system by censor hold 4.1%. So, this statistics show that the facilities guard lead practically the private security industry in this field, but there are any subjects for the education and any research for the paper. Thus some modification on the universities curriculum is required, also needs activity research in the facilities guard field for the development private security.

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Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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A Study on the Space Structure and Feature of Interior in the Passenger's Residential Place of a Cruise Ship in Chronological Order (시기별 크루즈 선박 승객거주구역의 공간구성 및 실내디자인 특성에 관한 연구)

  • 진달래;이규백
    • Archives of design research
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    • v.16 no.4
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    • pp.215-224
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    • 2003
  • The cruiser trip which can have various experiences in a short time is growing as the best tourism package because there is less leisure time in contrast of the increased income in 21C. in other words, as the demand of the tourist goes up, the number of ships built newly is increasing. The order of the ship keeping first and second rank in Korea has arranged a long-term strategy in order to get into the global market with the cruiser with the high value added. They also set the objective related to the cruiser design and skillful construction work. We need to observe the change and trend of the cruiser with a care at this time when the cruiser industry is launched out. In this study, the cruiser industry is divided by four periods: the spring time, the depressed time, the developing time and the peak time, on the basis of the trend of the development and the change of space structure. In addition, it was analyzed in this study that there were the various trends such as the ratio, the structure and the type of the space as well as the interior plan in the passenger's residential place The aim of this study is to present the fundamental material about the interior plan to prepare for building the domestic cruisers in a foreseeable future.

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The Relationship between Motivation on Satisfaction and Continuous Participation Intention in Rowing Academy (충주 조정체험아카데미의 참여동기와 만족 및 지속의도의 관계)

  • Goo, Kang-Bon;Kim, Hwa-Ryong
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.719-730
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    • 2018
  • The purpose of this study was to verify the effects of motive for Rowing Academy participation on satisfaction and continuance intention. The participants were from general population who had experience of using Rowing Academy. A total of 230 questionnaires were distributed from Aug. 1 to Sep. 30, 2017 and, after excluding 29 questionnaires that had missed or inappropriate answers thus low reliability, 201 questionnaires were included in effective sample. The collected data were analyzed using IBM SPSS Statistics 21 and IBM AMOS 21, and frequency analysis, exploratory factor analysis, reliability analysis, confirmative factor analysis, association analysis, path analysis through structural equation modelling analysis were performed. The results, based on them, are as follows: First, the health orientation factor, the family orientation factor, the social relationship orientation factor, the leisure orientation factor from motive for Rowing Academy participation had significant effect on satisfaction. Second,, the satisfaction with Rowing Academy participation had effect on continuation intention.

Garments Waterproofness Test Using Rain Tower System (인공강우시스템을 활용한 의복의 방수성능 평가)

  • Cha, Hee Chul;Park, Jun Ho;Lim, Jee Young;Shim, Huen Sup
    • Fashion & Textile Research Journal
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    • v.17 no.6
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    • pp.1013-1019
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    • 2015
  • As the interest in leisure and health increases, the domestic outdoor wear industry becomes bigger. The waterproofness of fabrics does not ensure the waterproofness of garments because of the stitch holes during the sewing process even with the seam sealing tapes. Thus the water leakage often becomes a problem during the end use. Still companies use fabrics waterproofness data for garments marketing because they are simple to run the test, less expensive than the whole garment testing, and easy to achieve the quality control. In this study the rain tower system for evaluating the waterproofness of garments has been developed and the waterproofness of the selected waterproof and breathable garments in the market were tested. The rain tower was consisted of rain tower room, rainfall forming system and measurement system. Two different levels of rainfall can be simulated with this system(100l/m2/hr and 450l/m2/hr). Jackets in the market have been tested at two different rainfall conditions. The temperature and humidity data inside jackets didn't provide much information on the waterproofness at severe rainfall condition(450l/m2/hr, 1 hour). However, water leakage was detected on the cotton undershirt inside jacket. 5 out of 8 jackets passed the normal rainfall condition(100l/m2/hr, 30 minutes). The newly developed rain tower system was able to evaluate the waterproofness of the jacket seams. It is recommended the further study on the detailed test conditions for the end use of the waterproof and breathable garments.

The Effect of Demographic and Trip-related Behavioral Factors on Life Satisfaction among the Aged Travel Population (노인특성과 여행형태가 생활만족도에 미치는 영향)

  • Jee, Bong-Gu;Lee, Gye-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.347-354
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    • 2010
  • Rapidly increasing aged population provides an ample market opportunity for the Korean travel industry, and from national policy perspective, it poses an fortified demands for welfare tourism. In the fierce competition, this emerging market can serve as a lucrative target market for tourism & travel industry in Korea. In addition, using tourism for the aged as a social welfare policy can be a potentially viable means to mitigate the increase social pressure due to rapid population aging. This rationale is based on the assumption that tourism contributes to higher level of perceived life satisfaction compared to other leisure activities among the aged. In this study, using empirical data collected from 185 respondents aged 55 and above in Cheong Ju area, the effect of demographic factors and trip-related behaviors on life satisfaction was tested. The results indicate that economic and health conditions affect life satisfaction positively, while trip-related behaviors did not exert any significant effect on life satisfaction. In light of the results, practical implications for marketing and policy-making were presented in detail.

Case Study on Safety Assessment Standard for A-SMGCS (항공기 지상이동 유도 및 통제시스템의 안전성 평가 기준에 관한 사례연구)

  • Ku, SungKwan;Baik, Hojong
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.562-568
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    • 2014
  • This study is safety assessment standard for advanced surface movement guidance control system (A-SMGCS) and case study of the past research project. A-SMGCS providing routing, guidance and surveillance for the control of aircraft and vehicles in order to maintain the declared surface movement rate under all weather conditions within the aerodrome visibility operational level while maintaining the required level of safety. Recently, in korea and europe are developing A-SMGCS system for the safety control of the airport movement area. In safety oriented industry such as aviation that it is necessary to verify and ensure for operating system. In this case study, analysis of safety assessment standard for verified A-SMGCS target level of safety (TLS) and previous developed A-SMGCS research project.

The Effects of Rural Tourism on National Economy (농촌관광산업의 경제적 파급효과)

  • Kim, Hyeonsuk;Kim, Soyun;Lee, Jongsang
    • Journal of Agricultural Extension & Community Development
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    • v.23 no.3
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    • pp.285-293
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    • 2016
  • The increase in demand for leisure time by the public and the vitalization of agricultural tourism resulting from the expansion of the five-day work week are expected to greatly contribute to the rural economy, but actual studies analyzing the ripple effect of the agricultural tourism industry are lacking. In order to analyze the economic ripple effect, tourism or agricultural tourism must become an independent sector in the inter-industry relations table's sector classification, but because it is not, the study uses a method of analysis which involves creating a satellite account. However, because agricultural tourism has a clear main agent in farms unlike general tourism which does not, there is one method in which provisions are made by farms or farm villages and another method in which outside products are used. The purpose of the present is to measure the economic ripple effect of agricultural tourism with a focus on 162 subclasses by applying positive data from the education sector input into agricultural tourism. Satellite accounts which considered intermediate input were created and applied to positive data, the analysis of which revealed agricultural tourism to account for 462 billion won, which is 0.01% of the total production amount of 3,503,480 billion won, while the production inducement coefficient was 3.2895 units when the final demand of agricultural tourism occurs. When the production inducement coefficient is at 3.2895 units, highest sector was agricultural tourism at 0.9968 units followed by restaurants and bars at 0.3325 units, roadt transportation services at 0.3183 units, lodging services at 0.1520 units, and petroleum products at 0.1290 units.

A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.