• 제목/요약/키워드: Playground

검색결과 279건 처리시간 0.022초

집과 같은 어린이집 모형 제안을 위한 국내외 사례연구 (Domestic and Foreign Case Studies on the Residential Core Model of the Second Home Child Care Center)

  • 김영애;최목화;박정아
    • 한국주거학회논문집
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    • 제24권1호
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    • pp.1-10
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    • 2013
  • Number of children cared by child care centers has getting up almost half of the from zero to five year age group in korea. Home care children' activities are reported more active and natural than those of center care children. So this study seek the design guidelines for the residential core model of child care centers as second home in korea. The residential core model by Anita Lui Olds was selected and ten domestic center cases were surveyed for guidelines. Firstly, daily-residential core model is learning by daily life at home, and is equiped with cooking kitchenet and group activity area in group room. Secondly, play-residental core model is learning by playing by self, and is equiped with acting, eating and reading common area clustering two or three group room. Thirdly, eco-residental core model is learning by eco-friendly activities, and is equiped with companying, cooperating and sharing area. Fourthly, project-residental core model is learning by project by self, and is equiped with drawing, experimenting and presenting common area. Fifthly, the space of residential core model is organized with three or four group room and clustering living or common area. The larger the center is, the more the cluster is vertically. Facility area and outdoor playground per child is about 7 and $3m^2$.

도시공원의 공간별 적정조도 (A Study on Suitable Illuminance by Spaces in Urban Parks)

  • 김진선;최연철
    • 한국조경학회지
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    • 제32권5호
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    • pp.23-34
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    • 2004
  • In this study, 1 dependent variable and 9 independent variables were established to examine suitable illuminance by spaces in urban parks in consideration of night users' psychological reactions and activity types. Such fixed variables were evaluated by a series of experiments of changing illuminance, and correlation among those variables was verified by correlation analysis and multiple regression analysis to suggest suitable illuminance by spaces. The results of this study are as follows: 1) The independent variables influencing suitable illuminance by spaces in urban parks were directly influenced rather by the psychological reaction of night users than the activity types by spatial functions. 2) Securing suitable illuminance by spaces commonly increased spatial availability, created certain atmosphere, and provided safety in the psychological reaction of night users. 3) Suitable illuminance by spaces in urban parks is: Central square is 31.88lx, resting space 6.30lx, exercising space 33.14lx, children's playground 14.19lx, pedestrian road 12.29lx, entry space 16.30lx, and green space 7.03lx. That is, when a place had more positive activities, spatial illuminance was increased. 4) Though comparison by spaces with the illuminance standard for urban parks as mentioned in KS A 3011-1993 can not be made, such illuminance was relatively compatible with the permissible range of illuminance in the author's opinion. It is expected that this study investigating suitable illuminance by spaces for night use in urban parks, will provide necessary knowledge for securing suitable illuminance by spaces in urban parks through classifyingin detail the illuminance standard of KS A 3011-1993. Besides, by helping make us aware of the importance of illuminance in urban parks as well as of external space in the night, this study will contribute to academic research and development in the field of landscape architecture and associated fields and be utilized in establishing legal and institutional standards.

USN 기반의 무선 멀티 커뮤니케이션 회로 설계 및 구현 (Design and Implementation of Wireless Multicommunication Circuit Based On USN)

  • 심갑식;장재혁
    • 한국콘텐츠학회논문지
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    • 제11권8호
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    • pp.33-42
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    • 2011
  • 본 논문에서는 RFID와 무선 통신 기술인 ZigBee를 통합하여 원격지 디바이스들을 원격 제어 가능한 무선 통신 회로를 설계하고 구현하였다. 본 시스템은 송신부와 수신부가 통합되었으며, RFID 태그의 데이터를 인식한 후, 인식된 데이터는 MCU에 의해 제어되며 ZigBee를 통해 원격지 디바이스에 전송되어 TinyOS 상에서 작동한다. 만약 이 시스템을 건물 출입 보안 시스템에 적용하면 출입 허가 여부뿐만 아니라 개인용 컴퓨터나 기타 전자 장치들을 제어할 수 있다. 실험 결과, 개방된 운동장과 한정된 공간과는 인식 데이터 전송이 확연히 다름을 알 수 있다. 데이터 전송 시간은 건물 내부에서 더 안정적이고 데이터 전송 거리에서는 외부에서 더 멀었다. 구현된 시스템은 Wired LAN이나 IEEE 802.11x 계열의 WLAN과 결합하여 사무실 중심의 각종 영역에 활용될 수 있을 것으로 기대된다.

주민참여에 의한 마을마당설계 -서울 동작구 사당동 양지공원- (Community Participatory Neighborhood Park Design -In the Case of Yangi Park in Sadang-dong, Seoul-)

  • 김성균
    • 한국조경학회지
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    • 제29권3호
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    • pp.61-69
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    • 2001
  • This paper presents a case of community participatory neighborhood park design. The site, Yangji park, is located in Sandang-dong, Dongjak-gu, Seoul and the area is about 1,870m. Neighborhood park is defined as an outdoor space which is close to people´s home and is considered to be their own, because of the residents´ collective responsibility, family association, and frequent shared use. It is a place for pleasant rest area for community, sharing a sense of nature and retaining a sense of tradition and culture which is disappearing in a city. It is related to the daily life of the people near the site and becomes a place to let the community increase dialogue and understanding between people. On the other hand, participatory design is a design in which people participate in the design process. Thus people can understand the project well, present their opinions better, and reconcile conflicts between the different interests of people. This design applied a community participatory design method to design a neighborhood park. The major strategies for participatory design were ´workshop´, ´card game´, ´walking site´, ´interview´, and ´questionnaire´. Eight workshops were performed for the participation design. The major spaces and facilities elected by participants were the ´main entrance plaza´, ´entrance symbol space´, ´children´s ´playground´, ´multipurpose sport ground´, ´grass land´, ´foot-pressure area´, ´spaces symbolizing a rock mountain and an old well´, ´space for youth´, ´a pavilion´, etc. From this selection, design concept alternatives were generated by participants. The aster plan was developed from these design alternatives with the help of landscape architects. It was revised by ist visits and community discussions. People were also involved in the construction process and left their own works, such as hand prints, on the site. After construction, residents continued to maintain the park by themselves. As a result, It was found that participatory design was very effective for people´s satisfaction and sustainable park management. By involving people more in the process they developed a sense of community, a sense of ownership, and attachment to the place. In conclusion, it is suggested that we need to develop an effective people´s participation method to Korean society.

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건설현장용 실시간위치결정시스템 구축을 위한 전파환경 실험 (Experiment of Propagation for Development of the RTLS to the Consturction site)

  • 박재선;임상범;편무욱;홍태민;이병길
    • 한국측량학회지
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    • 제27권4호
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    • pp.505-513
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    • 2009
  • 최근 첨단도시 건설을 위한 건설정보화 연구가 활발히 진행 중이다. 건설현장의 건설요소인 인력, 자재 및 장비의 동적인 위치정보를 취득하기 위한 RTLS(Real-Time location system) 개발이 그 중 하나이며, 특히 자재, 장비, 인력과 같은 건설요소의 동적 위치정보를 획득하여 그 요소들을 효율적으로 관리하여, 안전 및 공사비용을 절감 효과를 꾀하고 있다. RTLS 시스템의 건설현장에 도입하기 위해서는 RTLS Reader, 즉 AP(Access Point) 전파가 도달하는 거리를 고려한 3차원 분석을 통해 사전에 AP의 설치 위치를 모의해야 할 필요가 있다. 본 연구에서는 지상라이다를 사용하여 구축된 공간정보를 기반으로 한 3차원 전파세기 모의 소프트웨어를 제작하였다. 또한 4곳의 실험지역을 선정하여 모의 실험결과와 실제 실험을 통해 측정된 전파세기를 비교하였다. 그 실험 결과로 4곳의 실험지역 중 가시 확보가 좋은 곳에서 측정된 전파세기가 전파모델식을 통하여 모의된 전파세기와 가장 흡사한 결과를 나타냈다.

중고등학생의 정신건강과 신체활동과의 관련성 (Relations Between Mental Health and Physical Activities of Middle to High School Students)

  • 오영아
    • 한국학교ㆍ지역보건교육학회지
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    • 제12권1호
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    • pp.103-116
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    • 2011
  • Objective: The study analyzed degrees of participation in physical activities, demographic and sociological characteristics of middle and high school students, and the relations to mental health related factors, based on "Korea youth risk behavior web-based survey." Therefore, the study can be used as preliminary data for establishing mental health promotion plans for youth and setting contents and directions of health education. Methods: The study analyzed the data, collecting from 75,066 middle and high school students, regarding their demographic and sociological characteristics, mental health, and relations to physical activities by using SPSS Win 15.0. Results: 19.1% of the students answered they had seriously contemplated suicide during the past 12 months, and 43.2% said they are usually under enormous pressure. 55.3% answered that academic achievements and the pressure from future paths are major factors of their stress. The students showed noteworthy differences in whether they think about suicide depending on whether the students live with their father or mother. The study found that the students whose parents' levels of education are low, or their academic records are low, or economic conditions are poor are more likely to think about suicide. The students tend to think more about killing themselves if they spend more time sitting to study than being engaged in physical activities, or spend little time walking. And they are more likely to think about committing suicide if they spend little time exercising, or are not engaged in physical activities on the playground or a gym in PE classes.

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3차원 축구 재연 시스템 (3D Reenactment System of Soccer Game)

  • 이재호;김진우;김희정
    • 방송공학회논문지
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    • 제8권1호
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    • pp.54-62
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    • 2003
  • 본 논문은 축구경기에서 골인과 같은 중요한 장면을 영상처리 기술과 컴퓨터 그래픽 기술을 이용하여 3차원으로 재연할 수 있는 3차원 축구재연 시스템에 대해 소개한다. KBS 기술연구소에서는 축구경기 중계방송에서 시청자에게 새로운 영상을 제공하기 위해 Vplay라는 3차원 축구재연 시스템을 개발하였다. Vplay는 컴퓨터 그래픽을 이용하여 축구경기에서 흥미롭고 중요한 장면을 재연한다. Vplay는 입력 비디오 시퀀스로부터 색상정보를 기반으로 신수 영역을 추출하고, 전역 이동 추정 모델과 운동장 좌표 변환모델을 이용하여 운동장에서의 선수의 정확한 위치를 추정한다. 이 결과 데이터는 가상 캐릭터의 움직임을 생성하는 이동동작 생성기로 입력되어 가상 캐릭터의 기본적인 움직임을 자동 생성한다. 그리고 미리 제작된 동작과 모델 라이브러리를 통해서 빠르고 편리하게 중요 장면을 재연할 수 있다. Vplay는 빠른 제작시간을 요구하는 축구중계 생방송용으로 개발되었으며 지난 월드컵 경기와 아시안 게임에 효과적으로 활용하였다.

친환경 놀이기구의 융복합 공공디자인 연구 (A study on public design convergence for eco-friendly playing equipment)

  • 박건규;김원석;김성민
    • 디지털융복합연구
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    • 제14권1호
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    • pp.407-412
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    • 2016
  • 본 연구에서 제안하는 디자인은 아동의 자유로운 공상과 체험적 습득에 대한 고민을 가지고 있으며, 외형적으로는 태양광에너지를 활용하고 인간친화적인 소프트웨어를 포함하는 융복합적이며, 환경친화적인 놀이기구를 주제로 한 공공디자인에 관한 것이다. 모듈화된 태양광발전장치는 몇 가지 단점에도 불구하고 범용성을 갖추어 태양과 생명의 관계라는 콘셉트를 구현하기 적절하였다. 놀이는 아동에게는 그 자체로 하나의 세계이다. 그러므로 사실적 형태보다는 공상을 자극할만한 유연한 어떤 것이어야 했고, 태양광이 단순히 전력공급원으로 사용되는 것을 넘어 기구를 매개로 태양과 아동이 함께 호흡하는 것을 상상해 보았다.

부산 시내 중.고등학교 축구선수의 운동손상에 관한 연구 (A Study on the Sports Injuries for Middle and High School Football Players in Pusan)

  • 김용권
    • 대한물리치료과학회지
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    • 제3권1호
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    • pp.919-927
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    • 1996
  • Recently sports injuries are increasing due to the development of sports leisure industries as well as the increase of exercising population, and the study for sports injuries is needed more than before. Then the author studied the reasons for injuries, incidence rate, sites and sorts of sports injuries for the middle and high school football players during one year period from Jan. to Dec. 1994. The study subjects were 319 middle and high school players in Pusan and the method was questionnaire method. The results were as follows; 1. The average injury rate due to football play was 3.3 times per person for the 319 subjects during the last one year, and it was highest in goalkeeper as 4.6 times by position. 2. 68 % of the subjects did not receive periodic health examination, 74.9 % wore body protectors. The sports injuries due to football play occurred most commonly in soil play-ground(79.6 %), during training(52.3 %), and in winter time(33.7 %). 3. The commonly occurred injuries by motion were coalition(39.2 %), tackle(12.9 %), dribble (11.4 %) in order; those by sorts were contusion(34.4 %), sprain (32.9 %), spasm(9.0 %) ; and those by body portions lower extremities(82 %), trunk(17.6 %), upper extremities(12.5 %). 4. The frequently used treatment area was home care as in 42.7 % ; treatment methods were physical therapy, acupuncture/moxacautery, rest, operation in order; choices of treatment method were recommendation by coach/manager, and that by medical professional was the lowest as in 2.2 %. 5. If sports injury occurred during play, coach or manager let the players take rest in 56.2 %, but emergent management by medical professional was done only in 1.9 %. The return to play was decided mostly by the player himself(52.8 %), but that decided by a doctor was only in 1.0 %. In conclusion, to lessen the sports injuries due to football play, annual physical check-up, strengthening of play rules, improvement of playground, conditioning exercise, regulation of body protectors, and preventive training for expected injuries behaviors should be done and the decision to return to play and emergent management should be done by a medical professional as well. Football player, sports injury, injured body portions, sorts of injury, treatment method.

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진화하는 사운드 아트 (2부): 탈경계적 현대예술의 발전에 대한 궁리(窮理) (The Evolving Sound Art (Part 2): A Deliberation about Advancement of Contemporary Genre-Disruptive Art Practices)

  • 이은영
    • 문화기술의 융합
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    • 제6권2호
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    • pp.169-176
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    • 2020
  • 사운드 아트 분야의 성장과 확장이 활발해질수록 우리는 다양한 예술적 작품들과 활동들을 현명하게 향유하고 적합하게 감상하기 위해 예술사회학적(sociology of the arts) 그리고 인지과학적 관점을 수용하여 고려해야 할 필요가 있다. 그 이유는 현 시대에서 창작되는 새로운 예술의 가치평가는 오늘날의 복잡한 환경, 예술 생산, 그리고 소비에 대한 분석과 검증을 바탕으로 평가와 비평을 되어야 하기 때문이며 이러한 평론이 신예술의 중흥을 위해 필요하기 때문이다. 본 논문은 음악계과 미술계의 관점을 넘어서 사회학적으로 사운드 아트를 분석하고 비평하여야 하는 이유, 그리고 그동안 국내 사운드 아트 실천의 유일한 활동 무대였던 다원예술분야의 지원등이 어떻게 변화되었는지를 간략히 짚어서 앞으로 이러한 탈경계적(borderless)이거나 실험적인(experimental) 예술 분야의 발전을 위해 나아갈 방향을 모색해보고자 한다.