• 제목/요약/키워드: NATURAL EXPERIENCE

검색결과 863건 처리시간 0.03초

그린 투어리즘 활성화 방안에 관한 연구 -보성군 지역을 중심으로- (A Study on Activation of Green Tourism - with an Emphasis on Boseong County -)

  • 송경환
    • 한국유기농업학회지
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    • 제15권2호
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    • pp.171-183
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    • 2007
  • Green tourism is a stay-flow activity between people in urban and rural area, using a natural view, tradition, and life in agricultural area. And green tourism provides rest, recreation, and new experience fur people living in urban area as well as opportunities to increase income for people in rural area. In recently, amenity is rapidly rising as a main factor fur a regional competitiveness. Boseong county shows a typical agriculture industrial structure with a weak independent base, but has a beautiful tea fields in full seasons. Boseong county is making an effort to activate the regional economy, but the result fall short of one's expectation. Several methods to activate the green tourism of Boseong county are as follows: i) introduction of specialized theme relating Boseong green tea; ii) provision of information regarding tourist resort and development of experience-program related to green tea business; iii) establishment of a sales network of products through accommodations in private houses; iv) establishment of networks among regions to achieve systematic sales of tourist experience, accommodations in private houses, and local speciality simultaneously.

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Folding fan Production Incorporated into Engineering Education - "Monodzukuri" Learning from Traditional Technique in Japan -

  • ABE, Fujiko;OHBUCHI, Yoshifumi;SAKAMOTO, Hidetoshi
    • 공학교육연구
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    • 제22권5호
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    • pp.49-55
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    • 2019
  • Folded structure is widely applied in various engineering fields. Many of the Japanese folding fans in the Edo era (1603-1868) have been successfully blended with the processing technology of "natural materials" that is the origin of Japan's "Monodzukuri" (craftsmanship) and its application "artistic originality". The charm of a fan lies in the diversity of stereoscopic expression not born in plane representation. For example, the effects of folds, the expression of the front and back sides flowing from the front to the back by double-sided description, and the two-layer effect of raising the backside from the surface using the permeability of Japanese paper, the calculated depiction are also seen. Moreover, by handling the fan, it also produced an illusion effect which skillfully calculated the change due to movement of the viewpoint. Students experience the natural materials such as Japanese paper, bamboo and starch paste, which are the materials of paint and fan at the time, and processing method, and know the difference with the current one. This study is to verify the effectiveness of engineering education which gains experience by making concrete fans and to understand deeply this traditional technology with the artistry of a Japanese fan at the same time. And we can learn from the characteristics of the fan to Japan's history and culture.

Current Status and Parents' Perception on Horticultural Activity Programs for Preschoolers in Korea

  • Lee, Joo Eun;Hong, Jong Won;Kim, Jongyun
    • 인간식물환경학회지
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    • 제23권1호
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    • pp.55-65
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    • 2020
  • This study conducted a survey on 163 parents in Korea to investigate their interest in plants, experience in growing plants, and perception on horticultural activity programs (HAP) for their children. Most children (80.4%) of the respondents had experience participating in HAPs, and most of their experience occurred during school hours in preschool educational institutions more than once a month (60.3%). The more interest in plants and experience in growing plants the parents had, the more experience the preschoolers had in participating in HAPs, which implies that the experience of the parents with plants affected their children's participation in HAPs. Parents' most preferred location of HAPs was preschool educational institutions, and most preferred time was school hours with a frequency of more than once a week (57.1%), which is more frequent than the current status of HAPs in preschool educational institutions. Parents also responded that the most preferred instructors of HAP has are those with a professional background in horticulture. Among the activities in HAP for preschoolers, parents most preferred cooking (M = 4.05) activity, and they did not dislike any of the activities. They responded that the facilities for HAP needed to be improved to make HAP more active in preschool educational institutions. Overall, based on the current results, developing suitable HAPs and facilities for preschoolers, fostering professional HAP instructors, and educating parents about horticulture would enhance HAPs in preschool educational institutions, thus providing preschoolers with many benefits of HAPs.

의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구 (A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities)

  • 전수경;남경숙
    • 한국실내디자인학회논문집
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    • 제24권4호
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    • pp.3-13
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    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

청소년의 종가 생활문화 현장학습프로그램 개발을 위한 종가 복식문화 사례 연구 -전남 함평 종가를 대상으로- (A Case Study on the Costume Culture of the Head Family for Adolescent′s Spot Experience Studying)

  • 서리나;유명의
    • 복식문화연구
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    • 제11권5호
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    • pp.753-766
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    • 2003
  • The purpose of this study was to examine the cases of the family head's costume culture and to apply them to field experience education of adolescent's home economics subject. To examine the family head's costume culture, women in the family head in the Hampyeong area, Jeollanam-do were selected and interviewed. The focus of examining the family head's costume culture was on the life story of the family head, the reason to wear or possess such costume, and a motive of making. The findings of the head family's costume culture suggests that the head family of the Mos of Hampyeong had unique shroud making and custom. Also it was found that the eldest daughters-in-law of the Lees of Hampyeong have horizontally exchanged the information of the family head's costume with village women of the same family. They have initiated their costume culture directly through their daughters and it had the great influence on after-ages. The learning program for youth to experience the head family's costume culture consisted of four subjects:(l)Educating the family head's traditional living culture including etiquette training, (2)head family village walk, (3)experiencing the family head's clothes life including natural dyeing and sewing, and (4)a field trip of Hampyeong Local Life Culture Museum. For a model experience of the family head's costume life culture, three families with middle and high schoolers participated in 8- hour experience learning program. To examine the effect of learning program to experience the family head's costume culture, youth and their parents who participated in the program were asked open-ended questions, which included the content validity of experience learning, impressive experience, model experience level(difficulty), and expected effect after a model experience. As a result, their responses were found positive.

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초등학교 옥외 환경학습공간 조성 (The Creation of Outdoor Environmental Education Space at an Elementary School)

  • 방광자;김기현;박성은
    • 한국조경학회지
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    • 제29권6호
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    • pp.50-61
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    • 2002
  • As recognition and polices for plans to preserve natural resources and to develop environment-friendly space in school education is developed, not only organization of curriculums related to these is required but also facilities for the education are indispensable. Therefore, this study tries to suggest several standards on matters including kinds and scale of facilities and the introduction of species by facilities required for outdoor teaming spaces for environmental education in the elementary school system. The methods of this study include researching various records related to environmental education in elementary school, researching the present condition of outdoor learning space installed and operating in the existing schools by making an on-the-spot survey, and analyzing appearance frequencies of plants and animals displayed in the text. In addition, the actual conditions of the facility use and management were investigate through a questionnaire, We chose and diagrammed a model of the installed facilities by putting the results together. For analyses the investigated eight schools, were categorized as ‘facilities-arranged type’or ‘connection type with ecological park’. The first type distributed and arranged facilities, including meteorological observatory, rocky park, experience-learning area, ecological pond, animal-breeding farm and field-leaning area into appropriate locations according to the site conditions of the school while the second type created a natural learning place by integrating several facilities and arranging areas such as an animal-breeding farm and experience-learning area into appropriate sites. In this study, essential facilities for outdoor learning are classified into ecological park, experience-loaming area, field loaming area, and for natural learning, meteorological observatory, animal-breeding farm, and greenhouse.

자연치유 체험자의 만족도와 재이용의도 (Satisfaction of Naturopathy Experience and Intention of Reuse)

  • 김춘겸;김종두
    • 융합정보논문지
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    • 제9권8호
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    • pp.254-259
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    • 2019
  • 본 논문에서는 자연치유 분야와 경영학의 서비스마케팅이 결합된 융합연구로 이를 통해 자연치유에 대한 보다 체계적인 연구를 할 수 있도록 기본적인 틀을 제시하려고 하였다. 본 연구는 자연치유 경험자 deviant 체험과 심미적 체험이 이용자의 만족도와 재이용 의도에 대하여 조사하였다. 전국의 20세부터 50대까지 일반적으로 자연치유라고 통용되는 범위를 제시하고, 이에 해당되는 체험자를 대상으로 설문조사를 수행하였다. 자료의 분석은 SPSS 21.0과 AMOS 21.0 프로그램을 이용하여 분석하였다. 연구결과 자연치유의 체험은 고객만족에 긍정적인 영향을 미치는 것으로 나타났다. 자연치유 체험의 질이 고객만족과 재이용의도에 미치는 효과를 검증한 결과, 고객만족에 크게 영향을 주고 고객만족이 재이용 의도에도 매우 높은 영향을 미치는 것으로 나타났다.

Theoretical Sensitivity of Warp to Varying Layer Thickness in 5-layer Plywood

  • Via, Brian K.;Wu, Q.;Hartley, Ian D.;Shupe, Todd F.;Lee, Sangyeob;Lee, Byung G.
    • Journal of the Korean Wood Science and Technology
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    • 제33권2호통권130호
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    • pp.24-28
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    • 2005
  • Monte Carlo simulation was performed on theoretical models of plywood warp for southern yellow pine plywood originating from the United States. The objective of the investigation was to determine which plywood layers was more warp sensitive to veneers that were manufactured to an undesired thickness. This study found that for a balanced panel (a panel of equal target thickness for each of five layers) manufactured veneers of undesired thickness would experience minimal warp. The veneers of undesired thickness placed in the center of the plywood panel also provided a minimum change of plywood warp properties. The panel warp was very sensitive to surface veneers constructed with undesired thickness. Conversely, this study confirms that monitoring of veneer thickness and proper allocations within the plywood lay-up were critical.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
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    • 제36권4호
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.