• 제목/요약/키워드: adventure

검색결과 177건 처리시간 0.021초

모험 스포츠 참가자의 친환경적 행동에 관한 연구 (A Study on Eco-friendly Behaviors among Risky Sports Participants)

  • 박선기
    • 한국환경교육학회지:환경교육
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    • 제20권4호
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    • pp.132-144
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    • 2007
  • This study had the following aims: (1) To examine the significance of an eco-friendly environment based on the experiences of adventure sports participants, and to identify eco-friendly behaviors; (2) To review the characteristics of adventure sports that are held in a natural environment, as well as the existing problems in different adventure sports fields (3) To conduct an analysis of various eco-friendly behaviors and of the efforts that are being exerted to address a wide range of problems related to environmental pollution, by employing qualitative research methods, in a bid to ultimately present the symbiotic, coexistent, and harmonious relations between nature, sports, and humans. Ten individuals who were engaging in the adventure sports of scuba diving and paragliding were selected for the study, and the gathered data were analyzed based on the "surjection", "unit", "sign", and "subject" factors. The results of the analysis show that most of the adventure sports participants who were the subjects of the study believe that an eco-friendly environment helps protect and preserve nature, which is the basis of human life that adventure sports flourish in a natural environment that nature sustains adventure sports and that dealing carelessly with nature, or concentrating on the exploitation of nature for development purposes a real danger to its preservation. It was established in the study that keen adventure sports participants, or those who have a passion for and a thriving career in adventure sports, can do much to address environmental problems. The results of the study demonstrate that the link between sports and nature will promote a keen interest in and love for nature among sports enthusiasts as well as an awareness of the need to protect and preserve it, which will in turn lead them to develop a desire to do such. When these are realized, concrete images of eco-friendly behaviors will be seen on the part of a greater number of people.

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Determining Adventure Tourist Loyalty: Mediating Role of Tourist Satisfaction and Quality of Life

  • ROHMAN, Fatchur
    • The Journal of Asian Finance, Economics and Business
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    • 제7권10호
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    • pp.255-265
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    • 2020
  • This study aims to test the interrelationship among perceived value, tourist satisfaction, quality of life, and tourist loyalty in an Indonesian tourist adventure destination. The respondents were recruited from Bromo Mountain, East-Java Province, Indonesia. For this study, 250 questionnaires were distributed, of which 240 could be used for analysis, yielding a response rate of 96%. Data was analyzed using Partial Least Squares with smartPLS 3 software. Both outer model and inner model evaluation were conducted to ensure the robustness of the proposed model. The findings showed that perceived value does not have a direct significant effect on tourist loyalty. However, tourist satisfaction and quality of life have significant effects on tourist loyalty. The mediating effect test indicated that tourist satisfaction and quality of life significantly mediated the effect of perceived value on tourist loyalty. The multi-group analysis test found that the demographic factor does not have any influence. By accomplishing its research objectives, this study provides both theoretical and practical contributions. From a theoretical standpoint, this study provides a comprehensive conceptual model in explaining Indonesia adventure tourist loyalty. From a practical standpoint, this study offers recommendations to adventure tourism management to enhance the sustainability of the tourism destination, especially the adventure tourism destination.

가상현실 기반의 링 피트 어드벤처 코어 운동이 배가로근, 배속빗근, 배바깥빗근의 두께에 미치는 영향 (Effect of Virtual Reality Based Ring Fit Adventure Core Exercise on the Thickness of the Transverse Abdominis, Internal Oblique and External Oblique Muscle)

  • 윤삼원;윤성영;박한규
    • 대한통합의학회지
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    • 제10권4호
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    • pp.93-102
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    • 2022
  • Purpose : The purpose of this study was to analyze the change in thickness of transvers abdominis, internal oblique, and external oblique when virtual reality based ring fit adventure is applied to young adults in order to investigate the effect of ring fit adventure on core stabilization. Methods : 30 subjects participated in the experiment. Subjects were randomly assigned to two groups. 15 subjects performed ring fit adventure core exercise (experimental group) and 15 subjects bridge and dead bug exercise (control group). The ring fit adventure core exercise program consists of 6 types, 1) bow pull, 2) overhead lunge twist, 3) pendulum bend, 4) seated ring raise, 5) plank, 6) warrior III pose. Each exercise was performed for 5 minutes, for a total of 30 minutes. The bridege and dead bug exercise were performed for 15 minutes each for a total of 30 minutes. All interventions were performed 3 times a week for 4 weeks. Thickness of the abdominal muscles was measured with a ultrasound. The paired t-test was used to compare the thickness of the transverse abdominis, internal oblique, and external oblique before and after intervention, and the comparison between groups was analyzed using the independent t-test. Results : As a result, in the experimental group, thickness of transverse abdominis and internal oblique increased significantly (p<.05), but external oblique decreased significantly (p<.05), and in the control group, thickness of transverse abdominis, internal oblique, and external oblique increased significantly (p<.05). There was a significant difference in external oblique in the difference between groups (p<.05). Conclusion : These study results showed that core exercise using ring fit adventure can reduce external oblique and increased selective muscle activity of transverse abdominis and internal oblique of the deep abdominal muscles, so it is meaningful as an effective intervention for core stabilization.

어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향 (The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games)

  • 이인선
    • 한국게임학회 논문지
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    • 제8권4호
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    • pp.17-27
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    • 2008
  • 본 연구는 비디오 게임 구조와 플레이어 의식의 순환적 시스템에 대한 밀도 있는 관찰과 분석을 위해 '어드벤처 게임(Adventure Game)'장르로 분석대상을 제한하였다. 어드벤처 게임 고유의 특징적 단위구조인 '퍼즐 시스템'을 분석하였고, 그 경험이 플레이어의 의식에 '완결 욕구'를 발생시켜 몰입과 참여도에 작용하는 메커니즘 연구에 중점을 두었다. 연구과정은 문헌연구와 직접 플레이 등을 통해 어드벤처게임과 그 구성 요소들의 본질적 특성 및 비디오 게임 플레이의 몰입 특성을 살펴보았으며, 어드벤처게임에서의 퍼즐 시스템을 정의하고, 이 시스템 내에서 퍼즐요소와 내러티브 요소가 유기적으로 작용하는 구조 및 플레이 과정을 분석하여 '퍼즐 시스템'과 '완결 욕구'에 대한 가설들을 수립하였다. 가설을 확인하기 위하여 극적인 컷 씬이 포함된 게임과 컷 씬이 제외된 게임단위를 제작하고 실험을 실시하여 차이를 조사하였으며, 게임 난이도의 수준차이와 실패지점의 위치 변화를 유도하여 게임의 해결여부, 실패지점에 따른 플레이어의 완결 욕구와 참여도 변화를 파악하였다.

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어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소 (Visual Environmental Elements of Game Space by Play-Event in Adventure Games)

  • 최규혁;진형우;김미진
    • 한국게임학회 논문지
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    • 제20권1호
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    • pp.47-56
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    • 2020
  • 본 논문은 어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소를 분석하였다. 대표적인 어드벤처 게임 10종에서 공통 플레이이벤트 6종을 추출하고, 공간구조 3유형과 오브젝트 4유형을 분석기준으로 설정하였다. 이를 바탕으로 직접플레이 및 모니터링을 수행하여 시각적 환경요소의 특징을 구체화 하였다. 그 결과, 플레이이벤트에서 의도하는 스토리와 유도하는 게임플레이는 시각적 환경요소와 밀접한 연관성이 있음을 확인하였다.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • 한국컴퓨터정보학회논문지
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    • 제20권10호
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

「모험」에 나타난 자기기만과 외로움 (Self-deception and Loneliness in "Adventure")

  • 이종문
    • 영미문화
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    • 제18권4호
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    • pp.139-162
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    • 2018
  • In "Adventure" Alice Hindman tries to express her repressed sexual instinct with impulsive adventures but becomes a grotesque through her own self-deception and extreme loneliness. She has a passionate relationship with Ned Currie at 16, which defines her identity and molds her entire life. She does believe that Ned may return and stick to his disingenuous word and promises, and holds on to it as the only and absolute truth in her life. Her distortion of reality is in fact based on her self-deception and falsehood she creates. Seized by a strange urge, her second adventure indicates that she wants to feel closer to another grotesque that can understand her loneliness, and that her desire for communication transcends her sexual desire. At the end of the story, she seems to realize that she will die in her bed alone, misunderstood and unloved. But this conclusion shows that, despite the opportunity and potential of another choice, she never makes positive choices and refuses to accept responsibility for her actions. She rather creates an excuse with empty words and shows the limits so as not to get out of her own self-deception. Instead of focusing on Alice's strange behavior and blaming her, Anderson emphasizes the importance of understanding and communication while exploring the sorrow and loneliness of a woman who wants to be loved but is obsessed with self-deception in Winesburg.

모바일 게임 History Adventure 설계 및 구현 (A Design and Implementation of Mobile Game History Adventure)

  • 이원주;김범수;양승학
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2015년도 제52차 하계학술대회논문집 23권2호
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    • pp.37-38
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    • 2015
  • 본 논문에서는 XNA Framework 기반의 모바일 게임 History Adventure를 설계하고 구현한다. 이 모바일 게임은 영웅별 3개의 스테이지 구성되어 있으며 각 단계별로 각 나라를 대표를 하는 영웅들과 전쟁의 발발 원인에 대한 퀴즈 풀이를 진행한다. 이때 정답을 선택하면 HP를 공급하고 실패하면 정답을 알려줌으로써 게임과 학습을 함께 할 수 있다. 영웅들이 적을 격파하지 못하고 적선이 통과를 하게 된다면 HP(Hit Point)는 감소하고, 적선을 격퇴하면 난이도가 높은 스테이지로 이동한다. 게임중에 일정 점수를 획득하면 보너스 코인과 HP를 지급한다. 지급받은 코인 및 HP는 현재 스테이지를 수행하고 다음 스테이지로 이동해도 유효하다. 적의 보스를 처리할시 실제 전쟁의 결과를 알려주면서 다음 단계로 이동한다.

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A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.