• Title/Summary/Keyword: Well-being entertainment

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A Study on Space Representation of Kid Theme Park using Green Contents (그린콘텐츠를 적용한 키즈 테마파크 공간연출에 관한 연구)

  • Ryu, Hyo-Jin;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.106-113
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    • 2012
  • As environmental pollution and resource exhaustion have been considered as social issues, interest in green content industries which lead low-carbon green growth is increasing. In various areas, green content products and programs have been presented. Of them, kid theme parks are designed to recognize fun and advantages eco-friendly consumption with green contents has and lead children to recognize the problems of environmental pollution and the importance of environment. This study aims to analyse kid theme parks using green contents and characteristics of their space representation. The analysis frame was made through theoretical examination for bibliographical data and a direct interview in terms of factors of green contents. For the analysis frame, visitors were directly interviewed from June to July, 2012. Cases of introduction were analysed to identify realization and characteristics of green contents. As a result of the analysis, it was discovered that kid theme parks using green contents pursued green stories, but they did not consider environment seriously in terms of content materials and methods of realization. To develop successful kid theme parks using green contents, multi-dimensional research is needed in various aspects and various contents such as media should be introduced. The parks should provide fun space for children and propagate green ideas. Its success can lead in green entertainment. The study will be helpful for design of future kid theme parks.

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Model for Film Education as Edutainment: Focusing on the Elementary and Middle School Course (에듀테인먼트로서 영화교육 모델 고찰: 초, 중등 과정을 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.144-153
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    • 2008
  • Edutainment as a new form of educational method is being combined with the education and entertainment, which has possibility of open education improving learning effect for students who are interested in entertaining and studying at the same time. Film education, one of edutainment, offers a new paradigm of alternative educational method using of education as well as playing Therefore, this study will discuss about the purpose and effective forms of film education that should have for edutainment goal. Furthermore, this study offers educational examples of film program which are used for teaching for students. This study mostly suggests diverse educational matter and focuses on researching film education efficacy.

Meaning and Transfiguration of Maru/Taechong Space in the Modernization of Housing in Korea (마루.대청의 의미와 변용)

  • ZongInKim
    • Journal of the Korean housing association
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    • v.1 no.1
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    • pp.27-35
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    • 1990
  • In the course of modernization coupled with industrialization and urbanization. Maru or wooden floor and Teachong or great hall of Han-ok or traditional Korean housing has experienced functional as well as physical changes to a remarkable degree. The author made an analysis of the transfiguration of Maru/Taechong space(M/T) with relation to: 1)Madang or yard. 2)Anbang or inner room, 3)Hyon-kwan or vestibule. 1) In relation to Madang, interiorization of M/T by way of setting sliding glass doors has begun to appear. 2) In connection with Anbang, division of role/function is being observed as far as family entertainment and reception of intimate friends is concerned. 3) Owing to wider acceptance of Hyon-kwan space as a buffer zone system, the advent of Keo-sil or living room is thought to be facilitated. The analysis, however, does not say that Keo-sil of modernized Korean housing might well be interpreted as the mere extension type of M/T of the vernacular housing.

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A Study on the Effect of Mind Liberal Arts Course based on Mindfulness for Female University Students (여대생을 대상으로 한 마음챙김기반 마음교양강좌의 효과 연구)

  • Seo, Tae-Hwa;Jung, Mi-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.289-299
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    • 2020
  • The purpose of this study was to confirm the effect of mindfulness education on perceived stress, mindfulness, psychological well-being, and brain waves. The study used a repeated-measures design to examine 42 female university students currently enrolled in mindfulness courses. Subjects participated in the mindfulness course once a week for eight weeks, 50 minutes per session. The main outcome variables, such as perceived stress, mindfulness, and psychological well-being, were measured with a structured questionnaire and brain waves were measured with an electroencephalograph. The same variables were then measured after the completion of the eight-week course. The results demonstrate that perceived stress significantly decreased from 1.85±0.39 to 1.66±0.39 points (t=3.44, p=.001), while, on the other hand, mindfulness increased from 3.10±0.26 points to 3.19±0.32 points (t =-2.78, p=.008). There was also a significant difference in the level of autonomy, a subcategory of psychological well-being (t=-2.70, p=.010). In addition, EEG indicated significant changes in the frequencies of Theta channel 19 and Rapid Alpha channels 7 and 10. These results suggest that further studies are needed to elucidate the effects of mindfulness education through the modification of mindfulness course plans, diversification of teaching methods, and improvement in the educational environment.

An Exploratory Study on the Effects of the Negative Emotions on the Selection of Digital Contents (개인의 상실감이 디지털 컨텐츠 선호에 미치는 영향에 대한 탐색적 연구)

  • Oh, Chang-Gyu
    • The Journal of Information Systems
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    • v.19 no.4
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    • pp.253-270
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    • 2010
  • The adjustment of negative emotions in later life is related to the quality of life and life satisfaction. any studies have examined how to control the negative emotions in related to physical, psychological, and social relationships. As the digital media and contents positively influence elder's mental and somatic well-being, it is significant to examine this problem from IT usage, especially the selection of digital contents. This study validated the theoretical study through a qualitative exploratory study comprising both negative emotions and the selection of digital contents, and empirically tested the proposed research model on the older people. The result shows the pattern of linkages between the grief of loss and the pursuit of digital contents. Loss from being parted by death and loss of relations was positively related to the information seeking contents. Economical loss and loss of physical functions was positively related to the innovation seeking contents. Loss of physical functions and Loss from being parted by death was positively related to the emotion seeking contents. And economic loss and loss of relations was positively related to the entertainment seeking contents.

The Possibility of Being an Alternative as Uncontact Concert Format for BTS's Recent Online Concert Called "Bang Bang Con The Live" (BTS '방방콘 The Live'의 비접촉 콘서트로서의 대안 포맷 가능성)

  • Yu, An-Na;Lee, Jong-Oh
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.27-35
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    • 2020
  • In 2020, one after another, musicians started to hold non-contact online concerts as the pop music industry began to shrink due to the unprecedented "Covid-19" incident, in seeking for various channels and alternatives. Taking this into account, this study conducted a survey with BTS' "Bang Bang Con The Live" as the subject that was held June 2020 to see if they were qualified as an alternative format for quarantine-focused non-contact concerts. The survey was carried out with the content analysis of online concert videos participated by music experts and by collecting evaluations and alternative suggestions from the audiences. The study showed that the sample performance video well fulfilled the actual feels of offline concert elements (field visualization, face-to-face interaction, and responsive behavior), satisfaction, and convenience as an alternative concert format as an emergency correspondence. However, it was analyzed that there was a serious lack of empathy and realism with fans. Therefore, the study showed the possibility that BTS' "Bangbangcon The Live" will function as an alternative format for non-contact concerts, but suggests that measures such as supplementing digital communication systems and technology devices must be taken to be recognized as a level of settlement in the global music community as well as in Korea.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

A Study on the Basic Direction of Housign Product Development Considering the Characteristics of Urban Townhouse (도시형 타운하우스의 특성을 고려한 주택상품개발의 기본 방향에 관한 연구)

  • Seong, Ki-Seon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.77-89
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    • 2020
  • Nowadays, urban townhouses are being developed in various forms according to the characteristics of different regions in consideration of the trends of the housing market. Misperceiving the needs of consumers or their characteristics as a house for living, however, they often end up becoming products that are not suitable for urban life or degraded on account of reckless regional development. It is so unfortunate that such trial and error keeps being repeated. Urban townhouses are advantageous because there is no such problem as either invasion of privacy or noise from neighbors, and it is possible to have one's own garden and enlarged parking space, obtain quality of grounding, and plan unique interior and exterior design. They are also equipped with the strengths of apartment houses as well, for example, the efficiency of joint control in crime and disaster prevention or security, architecture of diaphragm walls with the separation of gates, or the planning of common space like a central square or park. Therefore, there is a great chance that they can be developed as the types of urban housing. Accordingly, the purpose of this study is to establish the basic direction of developing housing products right as space for urban life and maximize the roles of urban townhouses. By understanding their spatial as well as functional elements as a house for living, this author aims to provide a guideline for housing product development to realize urban townhouses that can meet consumer needs.

A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.15-29
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    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

An Analysis of Timbre Comparison between Jeongak Daegeum and Sanjo Daegeum (정악대금과 산조대금의 음색 특징 분석)

  • Sung, Ki-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.229-236
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    • 2020
  • In this paper, the tone of Daegeum, one of the most representative wind instruments of our country, was analyzed. Daegeum is widely used as Jeongak Daegeum and Sanjo Daegeum, which are played in royal and wind music, and Sanjo Daegeum is mainly played in Sanjo, Sinawi and folk music. The reason why the two pieces of music are being played in different music genres is due to the improvement of the length of the pipe and the location of the finger holes, allowing the Sanjo Daegeum to perform faster than Jeongak Daegeum, apply various techniques, and make the choice of musical instruments harmonized with music by making the difference in tone. For timber analysis of Jeongak Daegeum and Sanjo Daegeum, the composition of the overtones was visually verified through Spectrogram and Spectrum Analizer, in which the results of recordings were recorded by playing octave low, flat, and octave high positions with the same power. From this, Jeongak Daegeum, which is rich in low-pitched sound, harmonizes with solemn music such as royal music, and Sanjo Daegeum, which has a relatively clear high-pitched sound, is well suited to bright music such as solo music.