• 제목/요약/키워드: Playing environment

검색결과 317건 처리시간 0.059초

건강가정지원센터의 공동육아나눔터에 관한 사례연구: 인천소재 공동육아나눔터의 물리적 실내공간환경을 중심으로 (A Case Study on the Co-Child Care Sharing Space of the Healthy Family Support Center: Focusing on the Physical Environment of Interior Space in Incheon)

  • 최재순;조정현;공은희
    • Human Ecology Research
    • /
    • 제54권3호
    • /
    • pp.263-278
    • /
    • 2016
  • Recently in South Korea, family-friendly living environment in resident communities have emerged as an important issue in addressing problems created by personalized and fragmented family in urban areas. Since their foundation in 2005, Healthy Family Support Centers provided a variety of community activities for both parents and children through the Co-Child Care Sharing Programs. That being said, it is certain that the Healthy Family Support Centers play a central role in making a family-friendly environment. This study surveyed the physical environment of the co-child care sharing space and suggested further improvement. The content of this survey represents the characteristics of co-child care sharing space in Incheon such as operation status, physical space, prepared facilities, and preference for facilities. This study also explored the field of two co-child sharing spaces (Bupyung-gu and Seo-gu) as an example case. The subject of this study was 14 co-child sharing spaces of nine Healthy Family Support Centers in Incheon investigated from July 2014 to October 2014. This study indicated three results: first, the size of the co-child care spaces, their composition and facilities are very different from each center and require standards and guidelines for the co-child sharing space in regards to physical space, composition, and facilities. Second, co-child sharing space should be provided with individual special programs and diversified activities in addition to playing activities. Third, many healthy family support centers operate over two co-child sharing spaces along with an out-located co-child sharing space that require mutual organizing and operational networking between each co-child sharing space to effectively share programs.

우리나라 대형물류 기업의 녹색 물류 평가에 관한 연구 (A Study on Evaluation of Green Logistics in Korean Large Logistics Corporations)

  • 김영환;박지영;정경애;문종룡;여기태
    • 한국항만경제학회지
    • /
    • 제26권4호
    • /
    • pp.1-18
    • /
    • 2010
  • 본 논문은 녹색 물류정책을 시행하고 있는 우리나라의 대형물류 기업들을 평가하는 것에 목적이 있다. 환경문제에 대해 범국가적으로 참여함에 따라 물류부분도 예외가 아닐 수 없다. 점차 에너지를 효율적으로 활용하고 절약적인 체계를 구축할 수 있는 녹색물류로의 전환이 요구되고 있으며 기업의 친환경 경영정책도 중요한 역할을 하고 있다. 이에 선행연구검토를 통하여 예비 평가항목을 선정하고, 대기업 물류관련 종사자들에게 설문조사를 실시하여 요인을 분석하였으며 Fuzzy-AHP 기법을 통해 평가항목의 우선순위를 선정하였다. 선정된 요인으로는 사내친환경 정책 인식 함양, 친환경자원의 활용, 대기오염물질 배출량 감소, 회사의 대외적 친환경 정책추진 총 4가지로 나타났으며 상위평가요인 4가지 중 사내 친환경 정책 인식 함양에 대한 가중치가 가장 높게 나왔다. 또한 녹색물류정책을 시행하고 있는 물류기업과 대요인간의 가중치를 살펴보면 종합적으로 대한항공, 글로비스, 대한통운이 가장 높은 가중치를 나타내 가장 적극적으로 녹색물류를 추진하고 있음을 알 수 있다.

리눅스 서버를 이용한 동영상 데이터 실시간 스트리밍 서비스 연구 (A Study of Real-Time Video Streaming Data Service on the Linux Server)

  • 장승주;허원영;유현민;이창훈;신우호
    • 한국정보통신학회논문지
    • /
    • 제17권4호
    • /
    • pp.893-901
    • /
    • 2013
  • 본 논문은 안드로이드 시스템 환경에서 리눅스 서버 시스템을 통하여 실시간으로 동영상을 스트리밍 서비스하는 시스템을 제안한다. 본 연구에서 개발한 어플리케이션으로 동영상을 촬영함과 동시에 스트림 데이터를 생성하고, 이 데이터를 Apache Tomcat 서버의 MultipartRequest 클래스를 이용하여 리눅스 서버로 전송하는 기능을 구현하였다. 또한, 안드로이드의 비디오 플레이어와 미디어 플레이어 클래스를 이용하여 실시간으로 동영상 스트림 데이터를 비디오 플레이어에서 재생하는 방식과 캐시(cache)에 스트림 데이터를 저장함과 동시에 미디어 플레이어를 이용하여 재생을 하는 방법을 개발하였다. 본 논문에서 제안한 시스템 구조와 어플리케이션이 설계된 실험 과정을 통한 실험의 결과, 모두 정상적으로 동작이 된다는 것을 확인 할 수 있었다.

MigAgent를 이용한 Seamless 게임에서의 부하 분산 (Load Balancing in Seamless Game with MigAgent)

  • 김법균;장행진;유강수
    • 인터넷정보학회논문지
    • /
    • 제7권6호
    • /
    • pp.51-62
    • /
    • 2006
  • 기존의 다른 어떤 종류의 게임보다도 큰 부하와 거대한 하나의 가상월드가 MMORPG(Massively Multiplayer Online Role-Playing Game)의 중요한 특징이다. 이러한 Seamless 환경에서는, 독립된 게임 서버들이 관리하는 하위의 공간들을 모아 하나의 거대한 가상 월드로 구축한다. 게임 개발자들의 노력에도 불구하고 게이머들은 여전히 클라이언트와 서버, 필드 서버들 간의 상호작용에서 비롯된 과다한 메시지 트래픽에 대해 불만을 가지고 있다. 본 논문에서는 메시지 트래픽을 줄이기 위해 MigAgent를 이용한 새로운 게임 서버 구조를 제안한다. 일반적으로 PC(Player Character)가 다른 필드 서버로 이동할 때 발생하는 메시지 트래픽이 최고조에 이른다. MigAgent는 이런 PC들을 처리하고 예기치 못한 상황에 대처하기 위한 에이전트 역할을 수행한다. 관심영역과 인접 셀의 크기 비율에 따라 그 효과를 분석함으로써 이 시스템의 효과를 분석한다.

  • PDF

플레이어 적응형 GMM 기반 동적 게임 레벨 디자인 (Player Adaptive GMM-based Dynamic Game Level Design)

  • 이상경;정기철
    • 한국게임학회 논문지
    • /
    • 제6권1호
    • /
    • pp.3-10
    • /
    • 2006
  • 게임에서 레벨 디자인 (Level Design)과 캐릭터간의 밸런스는 게임의 흥미를 결정하는 매우 중요한 요소이며, 레벨 디자이너에 의해 결정 된다. 기존의 게임에서는 플레이어가 가장 큰 재미를 느낄 수 있는 캐릭터의 공격 패턴과 속성은 정적으로 정해졌으며 스크립트 형식으로 표현됐다. 이와 같이 정적으로 정해진 레벨에 따라 진행되면 플레이어가 쉽게 적응하게 되고, 플레이어의 학습능력에 따라 레벨 디자이너가 의도했던 밸런스가 깨질 수 있었다. 이런 문제점을 해결하기 위해 본 논문에서는 게임 도중에 플레이어의 대응 패턴을 GMM(Gaussian Mixture Model)으로 모델링하고 분석하여 레벨 디자이너가 의도했던 레벨과 재미를 느낄 수 있는 환경을 제공하는 방법을 제안한다. 제안한 방법을 실제 2D슈팅게임에 적용하여 플레이어의 패턴을 분석한 결과와 동적 레벨 디자인의 결과를 보인다.

  • PDF

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • 대한인간공학회지
    • /
    • 제32권6호
    • /
    • pp.481-487
    • /
    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

친환경 모바일 홈 사우나 디자인 개발에 관한 연구 (A Study on Design Development of Environment-friendly Mobile Home Sauna)

  • 이봉규
    • 한국가구학회지
    • /
    • 제26권1호
    • /
    • pp.77-91
    • /
    • 2015
  • The appeal of sauna is caused by the fact that through that, one can feel Korea's unique temperament and culture; however, because of its being a public facility and flooding of businesses due to excessive supplies of various additional features such as washing, playing, eating, sleeping and health care functions, issues of social resources and environment come to the fore, so it has reached a situation of red ocean that it is difficult to enter the market anymore. Taking these into account, this study focused on developing a thermal technology and design of the housing of an environment-friendly mobile home sauna, making the most use of the sauna's fundamental purpose and settling it as a tourist product, analyzing the marketing research on the existing sauna and considering the recent housing trends and lifestyles for a new concept sauna. Thus, regarding its characteristics and utilization, it was designed smaller than $10m^2$ (3 pyeong) so that it would be easy to install in any space and convenient to move. It can be installed in separate buildings and rest spaces such as country houses, resorts, pensions, camping grounds as well as outdoor houses, custom produced for a measure of pyeong that customers want so as to match up with the Enforcement Ordinance of the Agricultural Land Act in a concept of the farmer's hut and kitchen, bathroom and bathroom can be installed inside according to an option. In addition, regarding its efficacy, in order to give environment-friendly healing effects, materials such as Hinoki Cypress, red clay and hardwood charcoal were used, a fixed indoor temperature of $70{\sim}100^{\circ}C$ was maintained by heating methods such as electromagnetic wave free, energy saving and low-power boiler, and it was made to have excellent effects on fatigue recovery, relieving stress, skin care and diet through far-infrared emission.

환경관광농업 활성화를 위한 수요자 선호도 연구 (A Study on the Consumer Preference for Green Tourism)

  • 유덕기;함병은
    • 한국유기농업학회지
    • /
    • 제11권3호
    • /
    • pp.1-19
    • /
    • 2003
  • The operation of a five day workweek seems to be increased continuously, Many city-workers will make good use of their spare time and search after a lot of devices that can seek for the maximum value of leisure utility. The demand of potential customers that want to enjoy weekend in farming villages is coming out greatly. That is, the condition of users that will travel the farming villages is getting better. But the actual states of farming villages are not ready in many parts yet. Therefore we must activate the tourist attraction in farming villages that can be satisfied the city-workers' expectation. And after making the sightseeing environment infrastructure, we must develop the programs intimate with environment, improve the sightseeing agricultural management and consolidate various systems as soon as possible. So in this study, after investigating the demand preference degree of city-workers, I tried to grope an activation plan with the base which will reach. Being more urgent what more, not the simple sightseeing agriculture that the farming experience was the focus of, but it is very important to develop the program of environment sightseeing agriculture. It will lay the stress on playing and education culture which city-workers can enjoy and experience. And with constructing the base facility like a city form, we must develop cheap and various goods and the execution of modernized weekend farms. For this, first the consciousness conversion against the customer management of farmers must precede and the change of government policy and the support polity is important. I hope that this study with the five-day workweek has the chance to contribute in the economic growth of farming villages and efficient use and management of the natural environment resources through the activation of sightseeing agriculture.

  • PDF

저소득 가정 영유아 건강 프로그램이 어머니의 양육지식, 행동, 자신감 및 가정환경에 미치는 효과 (Effects of an Infant/Toddler Health Program on Parenting Knowledge, Behavior, Confidence, and Home Environment in Low-income Mothers)

  • 이경주;양수;장미희;염미정
    • 대한간호학회지
    • /
    • 제42권5호
    • /
    • pp.671-679
    • /
    • 2012
  • Purpose: This study was conducted to evaluate the effectiveness of a mother/infant-toddler health program developed to enhance parenting knowledge, behavior and confidence in low income mothers and home environment. Methods: A one-group pretest-posttest quasi-experimental design was used. Sixty-nine dyads of mothers and infant-toddlers (aged 0-36 months) were provided with weekly intervention for seven session. Each session consisted of three parts; first, educating to increase integrated knowledge related to the development of the infant/toddler including nutrition, first aid and home environment; second, counseling to share parenting experience among the mothers and to increase their nurturing confidence; third, playing with the infant/toddler to facilitate attachment-based parenting behavior for the mothers. Results: Following the programs, there were significant increases in parenting knowledge on nutrition and first aid. A significant improvement was found in attachment-based parenting behavior, but not in home safety practice. Nurturing confidence was not significantly increased. The program led to more positive home environment for infant/toddler's health and development. Conclusion: The findings provide evidence for mother-infant/toddler health program to improve parenting knowledge, attachment-based parenting behavior and better home environment in low income mothers. Study of the long term effectiveness of this program is recommended for future research.

잔류성.생물축적성 물질 피해저감을 위한 미세플라스틱(Microplastic) 관리방안 (Microplastic Management for Preventing Risk of Persistent/Bioaccumulative Substance)

  • 박정규;간순영
    • 환경정책연구
    • /
    • 제13권2호
    • /
    • pp.65-98
    • /
    • 2014
  • 해양환경의 플라스틱은 풍화작용에 의해 매우 작은 크기로 부서지는데, 이를 미세플라스틱이라고 한다. 해수에 오염된 잔류성이 크거나 생물축적성이 있는 유기물질은 미세플라스틱에 잘 흡착되며, 이들 물질이 흡착된 미세플라스틱을 해양생물이 섭취하면 먹이사슬을 통해 점차 생물축적된다. 이는 결국 해양생태계의 건강성을 파괴하고 사람을 포함한 상위포식자에게 피해를 끼친다. 해양 오염물질의 흡착제로서의 역할뿐 아니라, 미세플라스틱 그 자체에서 내분비계 교란물질이 용출되어 해양생물에 피해를 입히기도 한다. 우리나라는 잔류성이나 생물축적성이 큰 물질에 대해서는 화학물질 측면에서 규제하고 있으나, 이는 육상에서의 관리에 국한되어 있다. 만약 이들 물질이 해양생태계로 유입되면, 결국 미세플라스틱 흡착 여부에 의해 그 피해가 증가하게 된다. 이에 해양생태계 내에서의 잔류성 생물축적성 물질의 피해를 저감하기 위해서는 우선 미세플라스틱의 관리가 엄격해야 할 것이다. 이에 미세플라스틱 자체를 유해물질로 지정하여 엄격히 관리하거나, 생분해성 플라스틱 이용 확대, 재활용 및 재사용 촉구, clean-up 프로그램의 확대 등을 통해 해양생태계 내로의 플라스틱 유입을 저감하는 노력이 요구된다.

  • PDF