• 제목/요약/키워드: Play Area

검색결과 1,189건 처리시간 0.028초

테마파크 공간에 따른 에버랜드 캐스트 의상 분석 (The Analysis of Everland Cast Costume in Accordance with Its Space)

  • 장지선;하지수
    • 한국의류학회지
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    • 제40권6호
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    • pp.1085-1099
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    • 2016
  • This article is designed to establish fundamental design criterion for theme park cast costumes in accordance with play type and space. There is an understanding that theme parks act as a play space that is designed to meet diverse playing desires. To analyze cast costumes, the theme park - 'Everland' in South Korea as an example, area was divided into attraction space and non-attraction space. Attraction space is mainly for full-scale play content areas and the non-attraction space is to enforce the attraction space experience. Roger Caillois's play theory states that there are 4 play types; Illinx, Mimicry, $Ag{\hat{o}}n$, and Alea. All 4 play types were shown through attraction and Mimicry at non-attraction. Each cast costume was analyzed in terms of apparel design elements - silhouette, textile, color, detail, and props - related to play type facility and cast role. Criteria for theme park cast costume designs were suggested based on the results. Illinx cast members who fulfill a safety-checking role wear high chroma warm color costumes with the accent on details in bodice cutting lines, collar edges, pockets, buttons and decorative ornaments. A complementary contrast is also used. The guidance cast in Illinx may wear a suit in bright/vivid color. Mimicry guidance cast costumes show meticulous perfection in imitation with the figure in its space. From head to toe, color, textile, and silhouette - every detail and even props should match the character. $Ag{\hat{o}}n$ cast costumes are strictly limited in detail and decorative ornament usage as well as in color, since they are in charge of the management and operation of a competition. Alea cast's role is a self-demonstrator. Alea cast members should be a real tarot card reader. However, a manual should control their costumes. A total of 10 cast roles at a non-attraction space should be designed to show job patterns clearly in accordance with the whole theme at the park.

Guitar Tab Digit Recognition and Play using Prototype based Classification

  • Baek, Byung-Hyun;Lee, Hyun-Jong;Hwang, Doosung
    • 한국컴퓨터정보학회논문지
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    • 제21권9호
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    • pp.19-25
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    • 2016
  • This paper is to recognize and play tab chords from guitar musical sheets. The musical chord area of an input image is segmented by changing the image in saturation and applying the Grabcut algorithm. Based on a template matching, our approach detects tab starting sections on a segmented musical area. The virtual block method is introduced to search blanks over chord lines and extract tab fret segments, which doesn't cause the computation loss to remove tab lines. In the experimental tests, the prototype based classification outperforms Bayesian method and the nearest neighbor rule with the whole set of training data and its performance is similar to that of the support vector machine. The experimental result shows that the prediction rate is about 99.0% and the number of selected prototypes is below 3.0%.

아동 놀이 영역 특성에 따른 아파트 외부공간 계획에 관한 연구 (A Study of Apartment Exterior Space Plan by Child Play Area Special Quality)

  • 김재균;이재훈
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2005년도 추계학술대회 논문집
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    • pp.255-258
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    • 2005
  • Currently open spaces of an apartment housing complex are considered in Korea as a negligible live Place that only contributes to enlarge its construction capacity of an apartment without taking its effects on the living quality into account. This trend reduces outdoor playing activities of the children who are the main users of open spaces and consequently has a negative influence on the child's growth. Therefore it is a imminent problem that we should provide open space utilizing plans on the basis of the study upon the types of the children's playing activities within the residential environment. The study purpose is finding about an outside activity of the child takes any influence according to an apartment disposition format.

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노인 노동력을 활용한 버섯테마관광마을 육성방안 (Strategies for the Development of Mushroom Associated Tour Villages with the Aged Workforce)

  • 서규선;장현유;최성우
    • 현장농수산연구지
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    • 제7권1호
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    • pp.21-34
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    • 2005
  • The purpose of this study was to suggest strategies for the development of mushroom associated tour villages with the aged. Mushroom has many strong points to use a theme for making a park and tour village. Especially it can be easily cultivated by the aged and a popularist commodity. The 5 days work system in a week enlarge the chance for the people to get a weekend tour. The number of the people who want to live in rural area after retire is getting increased also. This trend needs the development of tour villages as a kind of the silver agricultural industry in rural area. "Work & Play" concepts should be considered as a pivotal strategy to develope mushroom associated tour villages with the aged workforce. Mushroom can be a good theme attracting the tourist when the cultivating, showing, processing and marketing mushroom are welly connected in a village. And the traditional family game and culture must be adjusted for the tourist.

어린이집 교사의 쌓기놀이에 대한 은유 분석 (Metaphor Analysis on Block Play of Day Care Center Teachers)

  • 이진희;임진형
    • 한국산학기술학회논문지
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    • 제21권2호
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    • pp.287-295
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    • 2020
  • 본 연구의 목적은 어린이집 교사들의 쌓기놀이에 대한 은유의 경향과 은유의 의미를 알아보는 것이다. 이를 위해 J지역 대학의 보수교육에 참여한 어린이집 교사 165명을 대상으로 문장 완성형 은유방법을 활용하여 자료를 수집하였다. 수집한 자료는 은유분석에 관한 선행연구와 쌓기놀이의 가치에 관한 선행연구에 기초하여 질적 연구방법을 활용한 범주화의 과정을 거쳐 분석하였다. 연구결과 첫째, 어린이집 교사들의 쌓기놀이 은유의 경향은 2개 범주, 9개의 하위내용으로 분류되었다. 범주에서는 '쌓기놀이의 특성', '쌓기놀이의 가치'의 순서로 빈도가 높게 나타났다. 하위내용에서는 '쌓기놀이의 특성' 중 '구성하기'가 가장 높은 빈도를 나타냈고, '쌓기놀이의 가치' 중 '성장·발달의 근간'이 가장 높은 빈도를 나타냈다. 둘째, 어린이집 교사들의 쌓기놀이 은유의 의미는 '쌓기놀이의 특성' 에서 '구성하기', '표현하기', '상상하기', '즐거움', '자유로움'으로 나타났고, '쌓기놀이의 가치' 에서는 '성장·발달의 근간', '정서발달', '사회성발달' '창의성발달'로 나타났다. 연구결과를 기초로 하여 직전교육과 현직교육에서 유아 쌓기놀이의 가치와 교사역할이 더욱 강조되어야 함을 논의하였다.

모듈화 소형위성의 Data Bus 표준화 방안 연구 (A Study on Standardization of Data Bus for Modular Small Satellite)

  • 장연욱;장영근
    • 한국항공우주학회지
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    • 제38권6호
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    • pp.620-628
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    • 2010
  • 소형위성은 저비용으로 단기간에 개발이 가능하기 때문에 이를 통해 폭 넓은 우주 연구를 수행할 수 있고 다양한 분야의 활용 가능하다. 소형위성은 빠른 개발이 가능한 이점이 있다. 따라서 신속 대응 우주 구현이 주목됨에 따라 소형위성의 역할이 급속히 증가하고 있다. 하지만 소형위성은 기존의 위성에 비해 크기나 전력의 제약이 많기 때문에 고성능의 안정적인 시스템을 기대하기는 어렵다. 이러한 문제점을 해결하고 빠른 개발을 위해 표준화와 모듈화 설계가 필요하다. 모듈화는 플러그 앤 플레이(Plug-and-Play)를 지원하여 수일 내에 인공위성 제작 및 시험을 가능하게 한다. 이러한 모듈 간의 원활한 데이터 통신을 위해서는 데이터 버스의 표준이 요구된다. CAN 통신 방식은 플러그 앤 플레이에 가장 효과적으로 대처 할 수 있는 통신방식으로 꼽힌다. CAN은 높은 신뢰성을 가지며 분산 시스템을 지원하여 위성의 호환성을 높여준다. 따라서 시험이 용이해지고 짧은 기간에 고성능의 안정적인 위성 개발이 가능하게 된다. 본 논문에서는 모듈화 방식의 소형위성 개발 방안에 대해 제안하고, CAN을 데이터 버스로 적용하여 소형위성 내부 데이터 인터페이스 버스를 설계하고 시험을 통해 적합성을 분석하여 기술하였다.

이용행태조사를 통한 아파트 외부공간 계획방안에 관한 연구 (Planning Guidelines for Outdoor Space in the Apartment Complex by Investigating Usage Behavior)

  • 김정례;박희진
    • 한국주거학회논문집
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    • 제12권3호
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    • pp.1-12
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    • 2001
  • The purpose of this study was to investigate the outdoor space of the recent built apartment complex in Ulsan and to provide the basic information for planning and apartment outdoor space. Multiple methods were utilized such as questionnaire, observation, behavior-mapping, and photography. The sample consisted of 382 residents living in four apartment complex in Ulsan. data were analyzed by frequency and percentage using SPSS PC+. The observation was performed in seven outdoor space, i.e., green area, road area, exercise area, play area, parking area, and approach area. According to the findings of this study, residents did not actively involve in outdoor activities and seldom use the outdoor space. Various changes and erosions were observed as a trace, especially near fence and grass area because of unplanned location of entrances. Finally this study suggested several planning guidelines for outdoor space in apartment complex.

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온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구 (An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games)

  • 엄명용;김태웅
    • 기술혁신연구
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    • 제12권1호
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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국내 오피스 공용공간에 나타난 공간특성 및 표현방법에 관한 연구 - 탈경계성, 자연친화성, 유희성을 중심으로 - (A Study on Spatial Concepts and Expressions shown in Common Areas of Domestic Offices - Focused on Concepts of Non-territoriality, Eco-Friendly, and Play -)

  • 김지이;심은주
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.84-92
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    • 2009
  • Sociological, technical, and organizational changes have affected the culture of business in many ways. These changes are now encouraging new concepts in the workplace environment such as emotional approaches for a more creative and humanistic workplace let alone enhancing image of the company. The aim of this study is to understand current situations of common office areas and serve as a stepping stone for designing more creative and stimulating work environments. The study first examines concepts of new office designs in our modem society, then defines categories such as territorial fuzziness, eco-friendly, fun and play. Secondly, by using content analysis as research tool the researchers have investigated how the conceptual categories and detailed design presentation methods are shown in workplace designs in Korea. Scope of study is limited to 39 office design projects from 2002-2008 presented in the Korean monthly magazine 'Interiors'. As results. territorial fuzziness was found to be most popular method while play the least. For application wise, meeting rooms, rest area and hallways were places where these concepts appear the most. Even though, these new approaches in office designs can be found in our domestic offices, still more experimental and active approach seems to be needed.

연극놀이 활동이 유아의 주도성에 미치는 영향 (A Study on the Effects of Dramatic Play Activities on Children's initiativeness)

  • 최경
    • 한국보육지원학회지
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    • 제7권3호
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    • pp.211-238
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    • 2011
  • 본 연구는 연극놀이 활동이 유아의 주도성에 미치는 영향을 살펴보고자 하는데 그 목적이 있다. 연구 대상은 어린이집 만5세 두 학급의 유아 34명이었다. 실험을 하기에 앞서 실험집단과 비교집단 유아에게 주도성 검사를 실시하였다. 주도성은 정서능력, 의사소통, 성취동기의 세 요소로 구성된다. 연극놀이 활동은 실험 집단 유아를 대상으로 이루어졌고, 비교집단에는 기존에 실시하고 있는 표준 보육과정을 실시하였다. 실험 후에는 실험집단과 비교 집단에 사후 검사를 실시하였다. 수집된 자료는 공변량 분석(ANCOVA)을 실시하였다. 연구 결과, 연극놀이 활동에 참여한 실험집단의 유아들이 비교집단 유아들에 비해 주도성의 하위 영역인 정서능력, 의사소통, 성취동기 등 하위 요소에서 모두 효과가 있었다. 이 결과는 연극놀이 활동이 유아의 주도성을 증진시킬 수 있는 교수 학습방법임을 시사하는 것이라고 하겠다.