• Title/Summary/Keyword: Something Interesting

Search Result 26, Processing Time 0.024 seconds

The Effect of Waiting Experience on Satisfaction of Thorns Park Visitors (대기경험이 주제공원 이용자의 만족도에 미치는 영향)

  • Cho Yong-Hyun;Kim Nan-Hee
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.33 no.3 s.110
    • /
    • pp.56-64
    • /
    • 2005
  • Despite there have been m?my studies about the relationships between congestions and satisfaction in outdoor recreation field, the results indicated only weak impacts of congestions on the satisfaction. This study thus aims to investigate the influence of waiting situation on the whole valuation and satisfaction of guests at theme parks using new variables such as 'goal attainment' and then to suggest implications for waiting management. This study shows meaningful theoretical implications. First, congestion influences the satisfaction more strongly when it prevents guests from achieving their plan. Second, management of waiting time is important and the can be controlled well. When guests have something interested during the waiting time, they were satisfied with the quality of waiting time and overall experience in the theme park.

Attribution of Contemporary Popular Culture through Products Design (제품디자인에 나타난 현대 대중문화의 속성)

  • 최명식;김경희
    • Archives of design research
    • /
    • v.15 no.2
    • /
    • pp.19-26
    • /
    • 2002
  • Comtemporary popular culture fosters information exchanges through the development of digital products. Digital products may lead, or may be led, by outline popular culture. However, popular culture is possible off-line as well. There are certainly diverse classes of people who use digital products; however, the major users are those who mainly use the networks. These users have ample access to information and thereby lead popular culture and also are led by it. Surely, it is not only the popular culture that digital products take into consideration. In modern times, personal computers and the Internet are changing into privately owned digital products. Amid the collective tendency of popular culture, the owned products emphasize the fact that it is ′mine only.′It would be goad if ′interesting′materials, something that teenagers like, are added to digital products. Surely, there is a limit to ′interesting′ materials, but the materials of "S or energy," which has a certain sense of humor as well as giving out fresh energy, can be considered in digital product esign. It can be considered a modern pattern, or at least the addition of a new value, and not the old-time pattern of the "Ten Long-Living Animals." More popular and diverse colors are needed in the mix of digital products used by adults who are middle-aged or elderly. If altered colors are applied to the digital products as much as popular culture changes, it can assist the elderly with their weakened physical abilities.

  • PDF

Electrochemical Characteristics of a Water-Pen Point Discharge in Atmosphere (수성(水性)펜침방전(針放電)의 전기화학적(電氣化學的) 특성(特性))

  • Lee, Dae-Hee;Kim, Jin-Gyu;Moon, Jae-Duk
    • Proceedings of the KIEE Conference
    • /
    • 1995.07c
    • /
    • pp.1378-1381
    • /
    • 1995
  • Some interesting electrochemical characteristics of waterpen point-to-plate airgaps for dc and ac powers have been investigated at room atmosphere in a metal chamber. It is found that the ac discharge on the Pt point generated much ozone, while the negative do discharge on the waterpen point generated the highest ozone. And, the ac discharges of the waterpen point and the Pt point produced a little $NO_x$. But the dc discharge of the Pt point and waterpen point did not generated $NO_x$ anyway. As a result, it could be said that the water on the pen point acts something to generate ozone and $NO_x$ in room atmosphere.

  • PDF

A Study on History of Mathematics and Illustrations for Interesting in Mathematics Classes - Centering on Mathematics I of Highschool - (수학수업의 흥미유발을 위한 수학사 및 예화자료 연구 - 수학I을 중심으로 -)

  • 이덕호;이만희
    • Journal of the Korean School Mathematics Society
    • /
    • v.3 no.1
    • /
    • pp.59-67
    • /
    • 2000
  • This study has been done to help teach mathematics on the spot of education by providing the history of mathematics and illustrations concerning mathematics, which were rearranged for the level of the second grade students in highschool and intented to interest students in mathematics classes. The contents of teaching, according to each unit (Matrix, Sequence, Limit, Differentiation, Integration, Probability, Statistics) include the life of the representative mathematician, the historical background centered on episodes, questions linked with reality, questions making sensations in history and something for maxim in mathematics. If such contents are properly used, they are expected to be able to stimulate students' curiosity, and to be effective in improving students' learning ability in mathematics by causing them to show their active attitudes toward learning mathematics.

  • PDF

Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
    • /
    • v.11 no.3
    • /
    • pp.165-174
    • /
    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

  • PDF

A Comparative Study of Korean and Danish Folk Tables (한국과 덴막의 민속 테이블의 비교 연구)

  • 최정신
    • Journal of the Korean housing association
    • /
    • v.6 no.2
    • /
    • pp.181-189
    • /
    • 1995
  • It is thought as more important for us to understand foreign countrie's culture in the modern society. because the world is becoming closer day by day thiough the develepment of communication and mass-media. Cross-cultural study could play a role to give an opportunity for people to understand foreign countrie’s culture easily.In this respect, this study was planned to find out similarity and difference between Danish and Korean folk tables made and used before the 20th century during the 18th-l9th century as a part of the comparative study of folk furniture between the two countries. It would be very interesting if we could find something valuable between Danish and Korean folk furniture. because they are located very far away each other geographically with less cultural communication before.There were more differences than similarity between the folk tables of the two countries and major findings were as followings : Firstly, there were many kinds of space-saving tables in Denmark. whereas only a few kinds of tables which could be removed easily after their usage were found in KoreaSecondly, Banish folk tables were more emphasized on the function rather than decoration. Whereas Korean folk tables were smaller lower and more decorative than Danish ones to fit their life-style of sitting on the floor.Thirdly, many Danish folk tables were made of bare wood. while Korean ones were finished by transparent lacquer or vegetable oil. Stone tops if tables were rare in both countries. Lastly. there were common factors in the design of legs of folk tables in both countries. It was interesting that animal legs such as deg tiger cat. lion, and eagle were used for design motif of the table legs. But trestle leg, cross leg and gate leg were not found in Korean folk tables. As a conclusion, throughout this study, it became obvious that life-style was one of the most important factor influencing on the design of furniture.

  • PDF

Criteria for the Program Development for Science Gifted Children Extracted from a Science Camp Activity (과학캠프 활동 평가를 통해 추출한 과학 영재 프로그램의 적절성 준거)

  • Park, Jong-Seok;Oh, Won-Kun;Park, Jong-Wook;Chung, Byung-Hoon
    • Journal of The Korean Association For Science Education
    • /
    • v.19 no.2
    • /
    • pp.329-339
    • /
    • 1999
  • The 34 gifted children at 4th grade to 5th grade had attended the science camp for 3days. After the camp. they were asked to write which activities were most or least interesting, and most or least fruitful for themselves. By analyzing these answers, we could conclude that the activities which have novelty. give curiosity. or give opportunities to participate were thought to be interesting to them.They considered that a profitable activity should have something worth-learning. From these result. the effective activities in science gifted education gave the opportunity for self-doing and stimulate the curiosity with new phenomenon.

  • PDF

Analyzing Management Factors on Enterprise Performance

  • Dahlgaard, Jens J.;Ciavolino, Enrico
    • International Journal of Quality Innovation
    • /
    • v.8 no.3
    • /
    • pp.1-10
    • /
    • 2007
  • A sample of Italian manufacturing companies was selected in order to verify the abilities and effects (relationships) of the management factors human resources, leadership and strategic planning on company performance. The Partial Least Squares (PLS) estimation method was used for analyzing the data collected, where the relationships between the management factors and performance were formalized by a Structural Equation Model (SEM). The analysis of the survey data showed unexpected result regarding the non significant direct relationship between Leadership and Performance. The effect of Leadership is obtained by an indirect relationship through Human Resources. The combination of Leadership and Human Resources has hence been identified as the management factors which have the highest impact on the performance of Italian industrial companies. Another interesting and unexpected result was that there was no significant impact of Strategic Planning on Performance. It seems that the leaders of Italian industrial companies have not understood that good strategic planning is a necessary condition for achieving excellence. So another improvement area is in fact Strategic Planning. This area should have the highest priority of any top management team and the focus should include how to establish a strong relationship between strategic planning and performance. No correlation between strategic planning and performance is a strong indication that something is wrong. It is not enough that Leadership is doing Strategic Planning-Leadership is also about studying and follow up on results in order to assure impacts on performance. This link seems to be missing in Italian industrial companies.

A Comparative Study on the Surrealistic Characters of Jaime Hayon and Marcel Wanders Design (하이메 아욘과 마르셀 반더스의 디자인에서 나타나는 초현실주의적 특성 비교 연구)

  • Han, Jeong-Won
    • Korean Institute of Interior Design Journal
    • /
    • v.20 no.2
    • /
    • pp.55-63
    • /
    • 2011
  • This study aims to figure out diversity and complexity of modern design by analysing surrealistic characters of Jaime Hayon and Marcel Wanders design, who are working actively in diverse design fields including graphic design, product design, and space design. First fundamental theories of surrealism was reviewed, and structure for analysis was made by studying characters of design representation derived by surrealistic concepts. And then design projects in the fields of furniture and product design, interior space design, and project design that were performed by two designers after the year 2000 were analysed. Two designers assume critical attitudes in mass production of functional design which is made by only machines, and they have something in common pursuing creative and imaginative design by making unique artistic elements by using modern technology. In this way, they create surrealistic fantasy in their design. On the other hand Jaime Hayon and Marcel Wanders show interesting differences in modes of expression. Hayon creates unique and organic forms and characters based on his creative imagination, and he enjoys to express boldness and amusement. Wanders shows sophisticated and elegant duality by dramatic balance between intricate patterns and minimal forms. Both designers have important influences in modern design as creative leaders always pursuing new things and representing complex tendency of modern society.

Development of Rich Internet Application in the Three-Dimensional Shapes of Elementary Mathematics (초등학교 수학과 입체도형 영역의 학습 RIA 개발)

  • Kim, Kap-Su;You, Tae-Ho
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.4
    • /
    • pp.395-404
    • /
    • 2008
  • The shape learning of elementary mathematics should required a variety of activities to help student based on intuitive understanding. Learning three-dimensional shapes, it is effectively take advantage of actual object, but difficult to check a development figure or various forms of actual object, it is effectively utilizing computers semi-actual object. In addition, the computer to take advantage of even after school resources, the limits of learning something concrete to take advantage complement. This research developed the three-dimensional shapes application of elementary students shape learning to use of Flex and Flash. This application to take advantage of the free observation and causing an interesting and effective learning.

  • PDF