• Title/Summary/Keyword: Space for Community Behavior

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A Study on the Improvement of Evacuation Behavior of Local Cultural Performance Center according to the theory of complex system) - Centering on medium-sized venues - (Complexsystem 이론에 따른 지역문화 공연장 피난행태 개선에 관한 연구 -중규모 공연장을 중심으로-)

  • Seung Yong Lee
    • Smart Media Journal
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    • v.12 no.9
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    • pp.124-133
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    • 2023
  • Currently, Korea shares culture, economy, and society together as a member of the international community along with rapid economic growth. In particular, in the 2000s, the construction of local cultural performance halls has been promoted through efforts and methods for the development of local culture. As a result, many local governments built medium-sized or larger performance halls, and achieved both quantitative and qualitative effects by satisfying citizens and attracting visitors. However, this study aims to analyze the safety of the space used by many visitors at the same time and whether an effective evacuation plan is applied to frequent disasters and disaster situations in recent years.

A Study on the Creation Rural Experience Village Reflecting the Travel trends of the Post-Corona - A Case of Wi-bong Village in Jeollabuk-do - (포스트 코로나 시대 관광 트렌드를 반영한 농촌체험마을 조성방안 연구 - 전라북도 완주군 소양면 위봉마을을 사례로 -)

  • An, Phil-Gyun;Eom, Seong-Jun;Cho, Suk-Yeong;Kim, Sang-Bum
    • Journal of Korean Society of Rural Planning
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    • v.26 no.4
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    • pp.27-39
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    • 2020
  • With the COVID-19 pandemic, the global economy has stagnated and our daily lives have changed. The rural economy is also experiencing damage, such as an average of 65% or more decrease in the number of visitors to rural experience resort villages due to the spread of COVID-19. In order to minimize the damage arising from the prolonged coronavirus, a hospitality system in response to changes in rural tourism behavior and consumer demand is needed to revitalize rural areas and maintain continuous economic independence. Therefore, this study attempted to find ways to utilize landscape resources such as education, culture, history, and ecology in order to complement the existing experience programs in connection with local resources and local environment. Wibong Village, which is the subject of the study, attempted to revitalize the village using the resources through the "Creative village creation" project in 2015. Due to poor management of historical resources, difficulty in operating experience programs, and response to changes in the natural environment, the rate of implementation of the project plan was very low. Currently, the demand for experience is also decreasing due to the COVID-19 effect, so it was judged that it was necessary to develop an experience village program suitable for the needs of experienced visitors by discovering additional local resources for the continuous operation of the experience village. In order to solve the problem of the use of landscape resources and the spatial composition of the study site, additional investigations of local resources were made, and an experience program course that could be operated by theme was proposed by configuring a space suitable for the use of landscape resources. By dividing the additionally investigated landscape resources into history, ecology, and region, an experiential course was created to separate the traffic lines, and the space composition for large-scale experienced visitors that had been previously operated was constructed in a form suitable for the post-corona era. In addition, at least two experiential tour courses that can be operated by period were proposed to maintain economic effects. Starting with this study, if further research on the creation and spatial composition of a rural experience village centered on the connection with the region, it will be used as research results that can be referenced in projects such as village creation, rural space planning, and living area analysis. It is expected that it will be able to effectively cope with the construction of a rural area suitable for the post-corona era, where demand is expected to increase in the future.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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The Case Study for the Designing of the Resting Places in the Urban and the Street Furniture (도심의 휴식공간 및 시설물 디자인 사례연구)

  • 호수진;이정현;임은정;최선미;박영순
    • Archives of design research
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    • v.14 no.3
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    • pp.87-96
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    • 2001
  • If we look at Korea's urbanization since 1960, only the urban communities like buildings have developed, yet the resting places for human itself have been ignored. Many people continuously felt alienated especially after the mechanization and started to demand for better living space. For that reason, it is essential for us to develop the resting places for human among the buildings in urban areas and these resting places could form the basis of new community. We have researched on street furniture and citizen's behavior pattern in resting places through references and internet surfing to propose a design concept for a new resting place and street furniture, Therefore, we would like to design a resting place in urban area considering human, community and environment. As a result, we have designed a resting place where citizens could interact with surrounding environment and let office workers enjoy the nature among the buildings in this resting place. People could always stop by and take some rose by enjoying the surrounding nature. The resting place consists of 5 zones- public square, environmental zone, communication zone, technology zone, and entertainment zone. Each zone has its own design motif to lead systematic street furniture and site planning. The resting place is formed in a specific region which is a prototype of a resting environment in urban areas in the future and it could be reassigned according to its regional condition.

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A Study on Perception and Needs of Urban Park Users on Off-Leash Recreation Area (도시 공원이용자들의 애견전용공간 계획에 대한 인식 및 요구도 연구)

  • Lee, Hyung-Sook
    • KIEAE Journal
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    • v.10 no.2
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    • pp.49-55
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    • 2010
  • The recent increase in the number of dogs in high-density urban environments causes conflicts between dog owners and non-dog owners and the access of dogs to urban parks has been controversial among park users. A lack of exercise and socialization, however, can cause canine behavior problems such as aggression and hyperactivity which are potential dangers to people and there has increased demand for a place where people and their dogs can interact and exercise together. In many developed countries, off-leash recreation areas (OLRA) are considered as safe and effective places that dogs can exercise, play, and socialize with other dogs while reducing conflicts between dog owners and other park users. This study aimed to review the issue of dogs' access to public parks and to examine the perception of park users on OLRA to provide insights and guidelines in establishing OLRA in Korea. The survey respondents, even non-dog owners, perceived that it is necessary to provide a separate space for dogs from other park users by providing OLRAs in urban parks and showed the willingness to use. Most of dog owners consider their dogs as companions or family members and feel the lack of places to exercise their dogs. As local government plays a major role in urban animal management which emerge as a social issue at present, more active interventions of municipalities are necessary to support various needs and activities of park users. An experimental OLRAs based on community participations would be a meaningful starting point to effective urban animal management.

Development of the Sentiment Indicators of Housing Welfare (주거복지지표 개발에 관한 연구 II - 수요자 측면의 주거복지체감지표와 지수를 중심으로 -)

  • Jee, Eun-Young;Eun, Nan-Soon;Hong, Hyung-Ock
    • Journal of the Korean housing association
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    • v.19 no.5
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    • pp.85-92
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    • 2008
  • The aim of this research is to develop the sentiment indicators of housing welfare for evaluating housing welfare policies conducted by the Korean government. The methods of this research are used by analysis of related documents, FGI (Focus Group Interview), and survey. The survey was made by experts and consumers. To analyze the survey, this research also uses confirmatory factor analysis by SPSS (Statistical Package for the Social Science) program, AHP (Analytical Hierarchy Process) by Expert Choice program, frequency, average, percentages, Factor analysis etc. As a result of this research, selected housing welfare indicators are settled as follows: In the housing welfare aspect, 11 indicators in the department of 'Housing Satisfaction' and 11 indicators in the department of 'Community Satisfaction' (22 in total) are suggested. The indicators are 1) Water Supply and Distribution Equipment 2) Heating equipment 3) the size of the exclusive residential area 4) the number of rooms 5) Ventilation and Lighting 6) Sound Insulation (Indoor Noise) 7) Air Pollution/Odor 8) House Deposit 9) Rent Paid 10) Maintenance (Dwelling) Cost 11) The length of Occupation 12) Proximity to Welfare Facilities 13) Educational Environment 14) Convenience of Facilities (shops, hospitals etc.) 15) Convenience of Transportation and Commuting 16) Distance from Workplace 17) Landscape and Green Space (Tree, Flowers, Grass etc.) 18) Vandalism (Destruction Behavior, graffiti etc.) 19) Privacy 20) Noise in Public Places (Drinking, Loudly Talking etc.) 21) Safety from Crime 22) Safety from a Disaster. As of 2007, the housing welfare sentiment index is measured by the survey of 1,000 inhabitants in the public housing, which shows 3.51.

A Fundamental Study for Design of Electric Energy Harvesting Device using PZT on the Road (도로용 압전발전체 시험모듈 설계를 위한 기초 실험 연구)

  • Lee, Jae-Jun;Ryu, Seung-Ki;Moon, Hak-Yong;Kwon, Soo-Ahn
    • International Journal of Highway Engineering
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    • v.13 no.4
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    • pp.159-166
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    • 2011
  • Green house gas emissions are increasing as development of the industrial economy of the international community. Many countries in the world are endeavoring to reduce green house gas emissions under severe climate change. In order to protect grobal warming, government is trying to reduce green gas emissions under "Low Carbon Green Growth Policy" and investing climiate-firendly industries such as renewable energy harvesting. Renewable energy has been rapidly developing as a result of investment for development technology of using natural energy such as solar, wind, tidal, etc. There are lots of waste energy in the road space. However, nobody is not interested in waste energy from the road space. This paper present a fundamentally experimental study of energy harvesting technique to use waste energy in the road. The waste energy in the road is covered a pressure and impact of vehicles on the road, the radiant heat from asphalt pavement, road noise and vibration etc. In this study, an energy harvesting device using piezoelectric element is proposed and various tests are conducted to investigate a characteristic of this device as function of impact loading based on piezoelectric effect behavior. This paper shows the energy harvesting results of the device using domestic piezoelectirc element as a function of impact load size and pavement types.

Fandom-Persona Design based on Social Network Analysis (소셜 네트워크 분석을 이용한 팬덤 페르소나 디자인)

  • Sul, Sanghun;Seong, Kihun
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.87-94
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    • 2019
  • In this paper, the method of analyzing the unformatted data of consumers accumulated on social networks in the era of the Fourth Industrial Revolution by utilizing data from the service design and social psychology aspects was proposed. First, the fandom phenomenon, which shows subjective and collective behavior in a space on a social network rather than physical space, was defined from a data service perspective. The fandom model has been transformed into a collective level of customer Persona that has been analyzed at a personal level in traditional service design, and social network analysis that analyzes consumers' big data has been presented as an efficient way to pattern and visually analyze it. Consumer data collected through social leasing were pre-processed by column based on correlation, stability, missing, and ID-ness. Based on the above data, the company's brand strategy was divided into active and passive interventions and the effect of this strategic attitude on the growth direction of the consumer's fandom community was analyzed. To this end, the fandom model of consumers was proposed by dividing it into four strategies that the brand strategy had: stand-alone, decentralized, integrated and centralized, and the fandom shape of consumers was proposed as a growth model analysis technique that analyzes changes over time.

An Analysis of Design Elements and Satisfaction on the Usability of City Squares - Focused on Gwanghwamun Square and Geumbit Square - (도시광장 설계요소 및 공간이용 만족도 분석 - 광화문광장과 금빛공원광장을 중심으로 -)

  • Choi, Yun Eui;Chon, Jinhyung;Lee, Jung A
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.6
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    • pp.111-123
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    • 2014
  • The city square is an important public open space for people. Being used for various activities, such as community gatherings, open markets, concerts, political rallies, and other events, many types of city squares are represented in a city. Nevertheless, most city squares are planned uniformly, lacking consideration for visitor behavior and use satisfaction. The study investigated the design factors and subcomponents influencing user satisfaction with different types of city squares. This study focused on the general city square in Seoul, including the grand public place (i.e. Gwanghwamun Square) and the neighborhood park (i.e. Geumbit Square). The data were analyzed using factor analysis, linear regression and fuzzy theory. The results of the study are as follows: first, five design factors of satisfaction with city squares are identified (Amenity, Usability, Spatial components, Culture, and Comfortableness). Second, Amenity, Comfortableness, and spatial components significantly affect user satisfaction with Gwanghwamun in that order. On the other hand, in Geumbit Square, Comfortableness, Amenity, Usability and Spatial components affect user satisfaction in a significant way, in that order. Third, cleanliness, a subcomponent of amenity, was ranked highest using the fuzzy theory function for satisfaction with Gwanghwamun Square. Otherwise, the prevalence of plants was ranked the highest on the Geumbit Square survey. The study compared design factors influencing satisfaction in the public grand place and the neighborhood park. The results have implications for designing and planning city squares to the satisfaction of their visitors.

Participant Characteristic and Educational Effects for Cyber Agricultural Technology Training Courses (사이버농업기술교육 참가자의 특성과 교육효과)

  • Kang, Dae-Koo
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.1
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    • pp.35-82
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    • 2014
  • It was main objectives to find the learners characteristics and educational effects of cyber agricultural technology courses in RDA. For the research, it was followed by literature reviews and internet based survey methods. In internet based survey, two staged stratified sampling method was adopted from cyber training members database in RDA along with some key word as open course or certificate course, and enrollment years. Instrument was composed through literature reviews about cyber education effects and educational effect factors. And learner characteristics items were added in survey documents. It was sent to sampled persons by e-mail and 316 data was returned via google survey systems. Through the data cleaning, 303 data were analysed by chi-square, t-test and F-test. It's significance level was .05. The results of the research were as followed; First, the respondent was composed of mainly man(77.9%), and monthly income group was mainly 2,000,000 or 3,000,000 won(24%), bachelor degree(48%), fifty or forty age group was shared to 75%, and their job was changed after learning(12.2%). So major respondents' job was not changed. Their major was not mainly agriculture. Learners' learning style were composed of two or more types as concrete-sequential, mixing, abstract-random, so e-learning course should be developed for the students' type. Second, it was attended at 3.2 days a week, 53.53 minutes a class, totally 172.63 minutes a week. They were very eager or generally eager to study, and attended two or more subjects. The cyber education motives was for farming knowledge, personal competency development, job performance enlarging. They selected subjects along with their interest. A subject person couldn't choose more subjects for little time, others, non interesting subject, but more subject persons were for job performance benefits and previous subjects effectiveness. Most learner was finished their subject, but a fourth was not finished for busy (26.7%). And their entrying behavior was not enough to learn e-course and computer or internet using ability was middle level as software using. And they thought RDA cyber course was comfort in non time or space limit, knowledge acquisition, and personal competency development. Cyber learning group was composed of open course only (12.5%), certificate only(25.7%), both(36.3%). Third, satisfaction and academic achievement of e-learning learners were good, and educational service offering for doing job in learning application category was good, but effect of cyber education was not good, especially, agricultural income increasing was not good because major learner group was not farmer, so they couldn't apply their knowledge to farming. And content structure and design, content comprehension, content amount were good. The more learning subject group responded to good in effects, and both open course and certificate course group satisfied more than open course only group. Based on the results, recommendation was offered as cyber course specialization before main course in RDA training system, support staff and faculty enlargement, building blended learning system with local RDA office, introducing cyber tutor system.