• Title/Summary/Keyword: amusement

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Factor Influence of Urban Park Elements on Walking Days of the Elderly in Ulsan Metropolitan City (울산광역시의 도시공원 요소가 노인의 걷기 일 수에 미치는 영향)

  • Kim, Myung-Gwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.230-238
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    • 2018
  • The purpose of this study is to examine the effects of park type and inner elements of parks on the number of walking days of walking out of Ulsan Metropolitan City, And to make policy suggestions for them. The elderly people aged 65 and 1,274 persons or over in Ulsan Metropolitan City were selected as the subjects using the raw data of the 2015 community health survey. A multilevel analysis was conducted using a hierarchical linear model to find out the factors affecting the number of days of walking according to the level of regional level factor according to the five wards of Ulsan Metropolitan City. The number of walking days increased with the number of sports facilities and the number of walking days decreased with the number of amusement facilities mainly used by children. In the case of Jung-gu in Ulsan, the number of walking days was low even though the number of parks and the area of the park were large, In the case of Buk-gu, the number of walking was high even though the number of parks and the area of the park were small. Elderly people in Jung - gu, Ulsan metropolitan city are expected to need a health promotion project to promote walking, and it is necessary for seniors in Buk - gu, Ulsan Metropolitan City to make a good walking environment.

Analysis of Success Factors For Creating A Korean Theme Park - With a Focus on Culture Contents-Based Theme Park Strategy - (한국형 테마파크 조성을 위한 성공 요인 분석 - 문화콘텐츠 기반형 테마파크 전략을 중심으로-)

  • Lee, Kee-ho;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.321-359
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    • 2018
  • A theme park, in general, can be defined as a space that has both 'theme factor' and 'hands-on factor'. But theme parks in Korea are not recognized as having unity even though they provide diverse services, because they lack in a theme factor, which is the essence of a theme park. On the other side of the issue, themes and concepts that a theme park claims to stand for are not consistent, and they fail to provide representative themes as well. For this reason, although a business plan to invite overseas theme parks is pushed ahead, it causes a vicious circle to weaken the competitive edge of domestic theme park industry as well as capital outflow. Consequently, from a theoretical viewpoint, a theme park with no specific theme is in critical situation to be out of the limelight by failing to provide visitors with purposefulness and attract their attention. To overcome the limitations in domestic theme park industry, and to gain profitability and expanded customers lie in heightening their receptiveness through creating unique image of each theme park. With the awareness of the issue, this study aims to propose a theme-centered park which has culture contents in it and to suggest a viable alternative that helps to create hands-on theme parks that reflect customers' receptiveness.

The Influence of Perfectionism and Ego-resiliency on Anxiety by Leisure Activity in Nursing Students (간호대학생의 여가활동에 따른 완벽성과 자아탄력성이 불안에 미치는 영향)

  • Jeon, Hae Ok;Kim, Ji Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.134-143
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    • 2016
  • This study examined the effects of perfectionism and ego-resiliency on the anxiety in two groups of nursing students: leisure activity, and no leisure activity group. A total of 134 undergraduate students were recruited at two universities in A and B cities, Korea using the convenient sampling method. They were asked to complete a self-reported questionnaire for 11 days in October, 2015. The results showed that there were significant differences in the ego-resiliency (t=-3.80, p=.001) and anxiety (t=3.71, p<.001) according to the leisure activity. In the subjects who did not have leisure activities, perfectionism (${\beta}=.71$, p<.001) and ego-resiliency (${\beta}=-.29$, p=.003) were identified as significant predictors of anxiety and this model explained 58.0% of the variance in anxiety (F=34.50, p<.001). In the analysis according to the classification of current leisure activity, Perfectionism (${\beta}=.54$, p=.003) was identified as a significant predictor of anxiety in subjects doing travel watch and pastime amusement, and this model explained 26.0% of the variance in anxiety in nursing students (F=5.66, p=.009). Therefore, providing strategies to control anxiety can not only improve ego-resiliency, but also reduce perfectionism among nursing students. In addition, it is necessary to resolve the disturbance factors of the leisure activity and create an environment that promotes leisure activities in universities.

Animation and Horror - Ghost story, Madness, and Cannibalism (애니메이션과 공포 -괴담(怪談), 광기(狂氣), 식인(食人))

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.42
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    • pp.1-24
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    • 2016
  • The 'fear' in animation has a couple of problems to apply the criteria for identical genre as in movie or literature. First, the mutilation and destruction of one's body and the appearance of monsters and ghosts are not a normal way of expression and could not apply to one genre. Second, the cause of fear comes from the subject of fear which is a reality that is something 'unrealistic' and 'special' and is approachable. This is all possible in a three dimensional world, but animation is not founded on realism. According to this logic, the horror genre in animation or the esthetic experience of animation is not possible. However, many of the powerful images you can see from the horror genre are all created from animation. Therefore, many writers are drawn to the horror in animation and tried to express in many different ways. This study will include the general idea of fear which drives the audience to the felling of fear and terror but we will mainly focus on the three types of fear - ghost story, cannibalism, and madness - and discover the meaning of fear used in animation. Through this process, we anticipate that fear in animation is not just for pure amusement, but will be able to investigate the meaning of fear philosophically even if the hidden side of reality is terrifying.

A Study on Soil Contamination of Children's Parks within the Gyeonggi-do Province Area (경기도내 어린이공원의 토양오염실태 연구)

  • Kim, Woongsoo;Song, Ilseok;Shin, Jonghyun;Oh, Cheonhwan;Kim, Eunah;Kim, Keugtae;Kim, Hyunja;Kim, Jongsu;Choi, Yunho
    • Journal of Environmental Health Sciences
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    • v.43 no.3
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    • pp.233-239
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    • 2017
  • Objectives: The pollution status of heavy metals within the soil was investigated with an aim to establishing a sustainable soil environment within parks and amusement facilities installed in urban areas of Gyeonggi-do Province. Methods: As sampling sites, 14 locations were selected from a city with a number of factories near a residential area, a residential area, and a children's park in a city with mixed green areas. Seven kinds of heavy metals, including Cd, Pb, and Hg, and the pH of soil were analyzed three times by inductively coupled plasma optical emission spectroscopy (ICP-OES) and atomic absorption spectrometer (AAS). Results: In this study, the pH of the samples from the residential park and industrial park showed 5.7-6.5 and 5.9-7.0, respectively. The overall mean concentration (mg/kg) of heavy metals was Zn (132.8), Ni (73.0), Cu (47.4), Pb (35.9), As (4.84), Cd (0.39), and Hg (0.07), indicating that these concentrations of heavy metals were lower than those for the area 1 standard of soil pollution concern criteria. In addition, the sampling sites in the residential area and the industrial area also showed the same tendency for concentration distribution. Conclusions: We found that the soil pollution class (SPC) of some spots were over 200, which are third and fourth classes. In order to manage a sustainable soil environment in a city park, it is suggested that local governments, the management bodies for these parks, need to manage, supervise, and investigate soil pollution and quickly replace contaminated soil.

The Case Study of Mass Housing Household's Community Spirit - Focused on Gangnamgu Household in Seoul - (공동주택 가계의 공동체 의식 사례분석 - 서울시 강남구 가계를 중심으로 -)

  • Kang, Hye-Kyoung
    • Journal of Family Resource Management and Policy Review
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    • v.13 no.3
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    • pp.103-122
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    • 2009
  • The purpose of this study is to investigate what owners think of their housing and their community by scrutinizing households, thereby leading to a conclusion of how these communities have developed and the advantages they provide to their owners. This study was conducted by thoroughly interviewing one member from each of a total of 10 households living in apartments and villas in the Gangnamgu area of Seoul between August 5, 2008, and September 25, 2008. The results can be summarized as follows: First, all interviewees were female, within the range of 40 years to 50 years of age, and with high educational backgrounds. They were living in mid-level income or higher households but were characterized by frugal attitudes. Second, their households held a personal and familial meaning to them, one of providing replenishment, rest, and a place to share diverse feelings with their family. Certain factors such as being a convenient place for education, rising housing prices, a large area of greenery made possible by Yangjae Cheon, and so forth contributed to giving a special significance to their housings. The interviewees all thought the convenience of education and the rising housing prices in the Gangnam area were the most important factors. Third, the interviewees indicated the following sociocultural perspectives of Gangnam housings: They provide a good environment for education due to the densely clustered academies in the Daechi-dong area. There are many opportunities to meet neighbors with similar educational and economic backgrounds. There are vast areas of greenery such as Yangjae Cheon. There is access to highly advanced cultural and shopping facilities such as COEX, Seoul Arts Center, etc. There are no amusement centers located near the housing districts. There are convenient transportation methods and facilities. They are subject to jealous looks from people living outside the Gangnam area. Lastly, it seems that no significant community spirit exists among the dwellers of each apartment or villa. However, matters of self-interest such as construction problems, which contribute greatly to creating personal wealth, were exceptions when the dwellers united as a single household.

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The study of expressing Theme by symbolic images in film(Focusing on the Michelangelo Antonioni's film "Blow-up(1966)) (상징적 이미지를 통한 주제의제표현에 대한 연구 (미켈란젤로 안토니오니의 영화"확대(1966)"를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.401-407
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    • 2017
  • The movie content, which is more firmly established as the best popular art, is the main entertainment content that reflects the current trend based on the most common contents and consensus on the culture of the global community. However, since modern films are more sensitive to popular tastes that appeal to amusement and stimulating emotions, reduction of opportunities for intellectual pleasure through appreciation of artistic expressions is inevitable and unavoidable. In this paper, however, we try to analyze the symbolic meaning of the short in the film, to grasp the inner nature of the film projected in the film, and ultimately to express the theme message. Effective symbolism exposes emotions to create moods and moods, and to express deeply with the audience, expressing the inner psychological state and will of the person. By conveying the meaning behind the surface image to the audience unconsciously, it is possible to transmit the message intentionally more effectively and strongly. In addition, it can be expected to create effects such as an associative action or an increase in contrast energy on the screen through collision of irony and image in the expectant emotion composition of the audience.

A Study on the Makeup Trend of Digital Communication Environment (디지털 커뮤니케이션 환경의 메이크업 트렌드 연구)

  • Barng, Kee-Jung
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.37 no.1
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    • pp.23-36
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    • 2011
  • The purpose of this study is to make theoretical examinations into the makeup trend shown in digital communication environment and thereby determine potential associations of makeup trend with digital communication environment and characterize said trend, so that it can provide reference materials required for follow-up studies. This study comes to the following findings: First, it is found that there are sociocultural characteristics of digital communication environment, such as interactivity, technology-orientedness, sentiment-orientedness and mixture of time and space. Secondly, it is found that trends developed in makeup fall categorically into interactivity, virtuality, amusement and mobility. Thirdly, it is found that each type of digital communication adopts a mixture and juxtaposition of contemporary styles or categories with traditional ones through eclectic combination based on open-minded and horizontal ideas. Fourthly, it is found that a trend from digital communication environment doesn't coincide perfectly with any makeup trend, but the former trend works interactively and organically with the latter trend on the basis of homogeneity and similarity within a general framework that represents external esthetics of human being. With the creation of digital communication environment, our contemporary society forms as the complex phenomena of digital society in a combination and destruction of different categories beyond any certain international boundary, so that a hybrid tendency appears in contemporary makeup trend as well. Based on these findings, this study has its implications in the sense that it gives a new viewpoint based on design, formative characteristics and expression styles of makeup, and also provides useful reference materials for related industrial sectors.

City Primary Principles of Administrative City in Korea (행정중심복합도시 도시조성 이념)

  • Yoon, Two-One
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.684-690
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    • 2016
  • Cities are not built simply for amusement, but to tackle external factors faced by societies and built based on theoretical arguments. In order to construct a city and develop it, we have to understand the grounds and reasons for doing so, and have to think through how to build a city that corresponds with what contemporary societies are looking for. Therefore, this study identifies the philosophical implications by reviewing theories and compares these implications with the Urban Charters, in order to propose processes of change for the philosophy of city construction. As a result, it was found that cities are based on ideas that correspond to the common values of the era, within a frame of areas and relationships, under complicated sociological, economical and humanities environments. The results are supported through case studies of urban areas, buildings and facilities in the Administrative City in Korea. This study is meaningful because it establishes philosophies of city construction by comparing and analyzing their charters with the sociological phenomena in the 20th century, and because its research target is the Administrative City to which the philosophy of the 21st century's has been applied since the beginning of the construction. We have to take different points of view corresponding to the changes and development of cities.

Design of Tour Guide System using Bluetooth 4.0 and WiFi Sensor Technology (블루투스4.0과 WiFi 센서 기술을 이용한 관광안내 시스템 설계)

  • Kim, Hee-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.10
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    • pp.6888-6894
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    • 2015
  • Bluetooth 4.0 is the most appropriate technology for Internet of Things, which can be used to enhance and expand the existing areas and areas with a variety of applications. In this paper, an example of the services of the Internet of Things, we developed a tour guide system using the Bluetooth 4.0 and WiFi sensor technology. iBeacon-based push service have been limited to iOS smart phone series, non-iOS family and lower version of iOS 6 smart phones can not receive push-based services. This paper proposed in iBeacon and WiFi sensor is more than tourists, while maintaining the existing system (non-iOS smartphone users) can provide the service to you. Service tourist information as well as that can provide the advertising associated with the service. With 10 kinds of smart phones used in Korea was the experiment on the MAC information collected. This experiment is to track the behaviour of tourists in history can provide customized services can be based. Tourist destinations as well as amusement parks, resorts, etc. If you want to apply this system in a crowded place for user behavior information-gathering feature views over the a prevention of a missing child features such as notifications, risk, prevention is possible for a variety of applications.