• Title/Summary/Keyword: Playing environment

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Physical Characteristics and the Utilization of Mixed-use Schools and Parks with Parking Facilities in Urban Residential Areas (도시 주거지 학교와 공원의 주차장 입체화 사례의 형태와 이용 특성 분석)

  • Kim, Yoon-Sun;Yang, Woo-Hyun
    • Journal of the Korean housing association
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    • v.22 no.5
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    • pp.1-12
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    • 2011
  • According to the change of the life environment and economic growth, the more highly a city has developed, the more concentrated is the urban function. That is, a city is required for adding more infrastructure. But, both limited land resources and financial problems made it impossible to add infrastructure. So, the necessity of multi-dimensional planning of urban infrastructure was recognized. Especially, in the urban residential area, a mixed-use of the playground of a school and the empty space of a park is desired to serve the issue of insufficient parking spaces. Schools and parks are closely connected to the center of a town, and playing a central role for the town life. For this reason, they are highly demanded in urban residential areas and also expected to be effective. However, we need to consider not only parking convenience but also the safety of users in design process, because people using parks and schools include young students and the elderly. In this study, we mainly examined physical characteristics and the utilization of schools and parks with parking facilities in urban residential areas. Then, we analyzed cases through comparing and evaluating in terms of convenience and safety. and weighed up advantages and disadvantages of each through the comparison of the schools and the parks having parking facilities. The results of this study are expected to provide fundamental references for preparing design standards for such facilities.

Implement for EzPlay and PC-EPG of Multimedia Remote Control System (EzPlay/EPG를 적용한 멀티미디어 원격제어 시스템 구현)

  • Park Nho-Kyung;Jin Hun-Jun;Kim Sang-Pok;Park Sang-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.2 s.302
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    • pp.39-48
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    • 2005
  • In this paper, we implement the multimedia remote control system by using existing internet service or wired online. We also provide user-friendly convenient environment with developed application program named EzPlay and PC-EPG. The multimedia remote control system consists of integrated wireless transceiver of PC and TV connected USB type and the users can easily use lots of contents because EzPlay program provides appropriate UI mode on the PC and TV screen. The unposed system can operate real-time playing, reserved video receding and data storing function using internet mesh based on signal detecting control theory. The PC-EPG system is implemented by server/client web program and the client program based on visual C++/MFC processes data storing in client computer through TCP/IP. It also provides intelligent function that constructs database according to user's preference.

The Theory of Fisherman's Successor-Cultivation (영어후계자육성총론)

  • 공용식
    • The Journal of Fisheries Business Administration
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    • v.15 no.1
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    • pp.1-57
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    • 1984
  • The fisherman has been playing the roles of forming the fisheries village and surviving the fisheries production. Therefore, we should understand the nature of the fisherman's successor-cultivation which has been performed in order to maintain equlibrium between the fisheries economy and the national economy. Thesedays, fisherman's successor-cultivation mainly has been undertaken by the government in order to facilitate forming the economic foundation of fisherman's successor who has intended to choose "fisheries" as his own occupation in the future. From the above-mentioned, we find the meaning of the undertaking as both securing the foundation of living permanently and having the worth-while life of a professional fisherman by the survival and growth of his own business. And then, choosing the "fisheries" as an occupation, the successor should be satisfied with the requisites of occupation: 1) maintaining one's living, 2) working out one's individuality, 3) fulfilling one's social role-through engaging in the fisheries. Therefore, in order to have these requisites satisfied, I intend to suggest the followings : Firstly to maintain one's living, the environment of fisheies village should be kept in good condition to facilitate the successor's economic performance. Secondly to work out one's individuality, the fisheries' educational system should be adjusted to improve fisherman's ability. 1 hope to institute "the course of regional fisheries management" in fisheries high school and junior vocational collage, and "the school of fisheries management" for the learning of advanced fisheries knowledge. Thirdly to fulfill one's role, the opportunity actively participating in decision-making of the village's affair should be prepared more sufficiently, and the present fishing-centered fisheries system should be reformed into the fish-farming-centered fisheries system. To do this, the long-perspective vision is necessary. These three suggestions are come out from the macro-view point. Meanwhile the fisherman as an individual to improve his business is from the micro-view point. That is, the public aid, financial and legal, should be prepared. The above-mentioned suggestions are necessary to equalize fisherman's social status with other professional's especially from the result of improving the successor's economic force. Therefore, the principle of cultivating the fisherman's successor should be the principle of social equilibrium. be the principle of social equilibrium.

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The Relationship of Interest and Flow of Study and Game in the Online Community (온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계)

  • Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

Business Model Change in Asset Management (금융자산 관리모델의 변화에 관한 연구)

  • Ryu, HyunWook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.9
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    • pp.251-257
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    • 2017
  • Private banking, which is a part of the financial services industry, is an investment advisory business targeting high-net-worth individuals (HNWIs). The demand for asset management services, which isexpanding in the world market as well as in the Asia-Pacific region, is rapidly increasing in Korea as the low-growth, low-interest environment has stabilized. In Korea, the private banking business is ahead of growth, and the evaluation and compensation system of playing institutions remains a challenge. While the aging of the population increases the demand for services, the increasing competition and regulations have decreased the profit margins in the industry. In this paper, a business model is derived from a professional service quality model. Modular advisory services, value-proposition through sophisticated services, and investment expertise with increased clarity would help wealth management firms pursue their opportunities. By interviewing the experts of wealth management banks, this study constructsa business model with elements derived from a relevant literature review. The contribution of this research is to enable these institutions to understand the key factors affecting their financial performances, in order to improve them. This study is limited by one of the research models, and it will be necessary to conduct an empirical test in the future.

Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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A Study on Possibility of RO as a Local Media (지역매체로서의 중계유선방송(RO)의 가능성에 대한 연구)

  • Nam, Chong-Hoon
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.213-223
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    • 2008
  • This study attempted to analyze background and industrial difference of RO and SO. RO was launched for solving a problem of terrestrial broadcasting. After solving a problem of terrestrial broadcasting system, RO has played a roll as a local media. On the other hand, SO was launched by government's policy so SO has been protected and brought up by government. Because market of RO and SO is overlap and competitive, RO has been restricted by government for issuing new license and renewal of permission. Presently, environment of media has been changed very dramatically, so various niche media are needed for various customer's needs. In addition, local media are in trouble of playing a role as a public broadcasting service in Korea. Therefore, RO might be a good solution. In this study for the analysis of the user's needs a survey was conducted. This study shows possibility of RO's roll and function as a local media.

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(The Development of Janggi Board Game Using Backpropagation Neural Network and Q Learning Algorithm) (역전파 신경회로망과 Q학습을 이용한 장기보드게임 개발)

  • 황상문;박인규;백덕수;진달복
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.39 no.1
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    • pp.83-90
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    • 2002
  • This paper proposed the strategy learning method by means of the fusion of Back-Propagation neural network and Q learning algorithm for two-person, deterministic janggi board game. The learning process is accomplished simply through the playing each other. The system consists of two parts of move generator and search kernel. The one consists of move generator generating the moves on the board, the other consists of back-propagation and Q learning plus $\alpha$$\beta$ search algorithm in an attempt to learn the evaluation function. while temporal difference learns the discrepancy between the adjacent rewards, Q learning acquires the optimal policies even when there is no prior knowledge of effects of its moves on the environment through the learning of the evaluation function for the augmented rewards. Depended on the evaluation function through lots of games through the learning procedure it proved that the percentage won is linearly proportional to the portion of learning in general.

The Characteristics of Mixed-use School and Park with Parking Facility in Urban Residential Area (도시 주거지 학교와 공원의 주차장 입체화 사례의 형태와 이용 특성 분석)

  • Kim, Yoon-Sun;Yang, Woo-Hyun
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2011.04a
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    • pp.153-158
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    • 2011
  • According to the change of life environment and economic growth, the more city has highly developed, the more concentrated urban function. That is, city is required for adding infra structure. But, both of limited land resources and financial problems made it impossible to add infra structure. So, the necessity of multi-dimensional planning of urban infra structure was recognized. Especially, In Urban residential area, in order to secure parking area, It is on the increase that mixed-use of the playground of school in the high density area and the empty space of park. School and park is closely connected with town community, playing a central role on town life. For this reason, they are highly demanded for providing space in the urban residential area and also expected to be effective. However, people using park and school are almost young students and the elderly, it needs to consider not only the parking convenience also the safety of users in design process. In this study, we analysed the physical characteristics and the utilization of mixed-use of school and park. and then evaluated the case in the point of convenience and safety. For this, first we selected the case among the sites constructed in seoul, and divided 2type of 'slope type' and 'flatland type'. The meaning of this study is to suggest elementary standards for design in the point of multi-dimensional land use planning.

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The Effects of Luxury Brand Marketing Mix on the Formation of Customer Equity - Focusing on Luxury Brand's Product Consumers in 20~40's - (럭셔리 브랜드 마케팅 믹스가 고객자산 형성에 미치는 영향 - 20~40대 럭셔리 브랜드 제품 소비자를 중심으로 -)

  • Hwang, Yookyung
    • Fashion & Textile Research Journal
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    • v.15 no.1
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    • pp.103-115
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    • 2013
  • This study identifies how the luxury brand marketing mix affects customer equity drivers and suggests intangible equity management strategies so that companies can make long-term profits through luxury brands based on empirical studies of Korean luxury consumers. The results of the study are as follows: First, this study classified the properties that use 8 key factors (product integrity, heritage, exclusivity, premium image, environment and consumption experience, premium price, luxury communication strategy, and brand signature). Second, it shows that product integrity and luxury communication strategy have a positive effect on all customer equity drivers, that brand signature has a positive effect on value equity and brand equity, and that premium price has a negative effect on relation equity. It is important to provide products and services equipped with high quality and luxurious designs based on excellent craftsmanship in order to establish brand equity and value equity. Brand identity needs to be maintained and unique brand signatures need to be developed based on the long history of luxury brands against a traditional backdrop. A diversified communication strategy improves brand recognition while playing a part in facilitating brand association and brand image. In order to improve relationship equity, actions such as a loyalty program to strengthen brand loyalty, need to be taken as well as measures to maintain and enhance customer trust through a reasonable price strategy.