• Title/Summary/Keyword: basic characteristics of the individual

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A Study on the Application of the Concept of Traditional Leisure Space to Korean Theme Park - Placing Emphasis on the Comparison between Domestic and Foreign Theme Parks - (전통적 놀이 공간 개념을 적용한 테마파크에 관한 연구 - 국내.국외 테마파크의 비교를 중심으로 -)

  • Lee Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.118-125
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    • 2005
  • A leisure culture in the modern society is the measure of a value in one's life and has a symbolic meaning which reflects the aspect of a society where an individual belongs to. Therefore, the leisure is not a simple pleasure but has an critical meaning of expressing the culture of a country. In particular, the theme park leads the public amusement in the modern society using the cutting-edge equipments on a large scale in the postmodernism society being lead by the public. Nonetheless, Korea imports the theme parks of the same type as the Disney land of the Western Europe so that Korea depends on the foreign country in the leisure field. Therefore, in this study, the basic property of the theme park is investigated and the issues of Korean theme park will be revealed through the comparison of Korean theme park to foreign theme parks. In order to solve these issues, it points out that the concept of Korean traditional leisure space has inclusive and upgraded characteristics with many meanings, compared with the concept of the leisure space of foreign countries. . Based on this, the new concept of Korean theme park's space will be proposed. Specially, it is empathized that Korean own originality and credit should be preserved and Korean traditions should be succeeded.

A Study on the Supplement of Political Elite and the Characteristics of Federalism Structure in Russia : focusing on the Comparison with B.Yeltsin and V.Putin (러시아의 정치 엘리트 충원 방식과 연방제 구조의 성격)

  • Lee, Yeoung-hyeong
    • International Area Studies Review
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    • v.14 no.3
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    • pp.502-523
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    • 2010
  • A federal system speaks for a political system that the principle of the common sovereignty among the local governments is applied. The basic purpose of the system is to make institutional devices capable of striving for the mutual cooperation in a greater political unit, reflecting a minority race's right and demand by decentralizing a state authority into the individual region. The basic purpose for formation of a federal system is realized when a form for the supplement of political elite personnels has a autonomous nature by the subject of a federal structure. During from B.Yeltsin to V.Putin, a form for the supplement of political elite personnels into the local governments has changed by a political purpose of a central government, In company with this change, the character of federalism in Russia has been also changed. Accordingly, this study has treated a subject about how the political elite personnels of local assembly men, governors of a state, assemblymen of both Houses, and the president of Russia are suppled, and also how such a form for the supplement of political elite personnels has changed the character of federalism in Russia.

A Study on the Necessity of Safety Education for the Disabled Using Gamification (게이미피케이션을 이용한 장애인 안전교육의 필요성 연구)

  • Kim, Soo Dong;Jung, Hyeong Won
    • Journal of Integrative Natural Science
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    • v.14 no.2
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    • pp.57-64
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    • 2021
  • The effect of improving awareness by educational programs for improving the quality of daily life of the disabled and safety depends on the type of disability and individual differences, as well as the difficulty in evaluating education achievement and satisfaction. However, more effective programs can be developed and provided if the factors affecting the effectiveness of education can be identified. Training as one of the factors affecting effectiveness involves motivation. This is thought to be an important factor for any object regardless of the type of disability. It is recognized that "By providing programs for the disabled to immerse themselves, they can be motivated to participate in education and expect greater effects on educational effects." Gamification is convincing enough for general learning. Furthermore, a feature of gamification is the use of the game's structure to achieve its goal, which acts on participants' motivation. Some use game packages such as analog games and digital games, but some include gamification of activities themselves. The use of gamification in education has different characteristics from the development of businesses. Therefore, in this paper, we reviewed the current status and challenges with the aim of promoting the use of gamification in life safety education for the disabled.

A Study on the Regional Gap Analysis and Management of the Elderly Health in an Aging Society

  • YOO, Chae-Hyun;SHIN, Seung-Jung
    • International journal of advanced smart convergence
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    • v.10 no.2
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    • pp.168-174
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    • 2021
  • Korea is ranked as the world's No. 1 country in its aging rate. While the interest and demand for health is rapidly increasing, the health status of the elderly is in the lowest among OECD members. Increased chronic diseases, the burden of medical costs and digital/untact changes of societies after COVID-19 have caused the direction of healthcare to be changed from treatment oriented to health care and prevention oriented, along with increased income levels and a desire for a healthy life. Amid this paradigm of change, the gap in health standards and health inequality for the elderly according to local structure and social conditions affects not only socio-economic but also the quality of life for individual senior citizen. Utilizing prior data of Aging Research Panel Survey, this study aims to compare and analyze health conditions and regional gaps which are significant influences on the satisfaction of the life of the elderly, and to suggest direction of studies for health care to provide solutions for health inequalities. The findings are intended to be a basic data for researching models of the New Normal Smart Healthcare System that bridge the health gap between the elderly and enhance life satisfaction with health care models suitable for regional characteristics in aging society.

A Recognition of the Printed Alphabet by Using Nonogram Puzzle (노노그램 퍼즐을 이용한 인쇄체 영문자 인식)

  • Sohn, Young-Sun;Kim, Bo-Sung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.4
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    • pp.451-455
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    • 2008
  • In this paper we embody a system that recognizes the printed alphabet of two font types (Batang, Dodum) inputted by a black-and-white CCD camera and converts it into an editable text form. The image of the inputted printed sentences is binarized, then the rows of each sentence are separated through the vertical projection using the Histogram method, and the height of the characters are normalized to 48 pixels. With the reverse application of the basic principle of the Nonogram puzzle to the individual normalized character, the character is covered with the pixel-based squares, representing the characteristics of the character as the numerical information of the Nonogram puzzle in order to recognize the character through the comparison with the standard pattern information. The test of 2609 characters of font type Batang and 1475 characters of font type Dodum yielded a 100% recognition rate.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.

The emotional characeristics of gifted children: Suggestions for guidance of the gifted children's mental health (영재 아동의 정서적 특성에 관한 임상연구: 정신 건장을 위한 지도)

  • 윤여홍
    • Journal of Gifted/Talented Education
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    • v.6 no.1
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    • pp.53-72
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    • 1996
  • The present study dealt with the emotional characteristics, emotional development of gifted children and emphasized the emotional intelligence as the meta-ability for the development of creativity and intellectual abilities. The emotional vulnerability of gifted children was also hscussed with endogenous and exogeneous problems, internal dyssynchrony, and social context. To find out the real chief problems the gifted children have, the contents of individual counselling with mothers of the gifted in KAGE were categorized based on the Lazarus' BASIC ID and DSM-IV dagnosis. Total 128 cases were analyzed. Among them, 61 cases were from elementary schoolers, however, percentile data showed the most, 34% of infant class aged 30 months - 48 months. Usually, the number of counselling in each person was 1, but 17 cases were done more than 3 times. And, 8 cases had experiences to visit the other counseling center or neuropsychiatric clinic. The categories of chief problems were 10: information about gifted program, behavior, affect, sensation, school and cognitive functions, imagery and self concept, interpersonal relationship, personality, mental illness, and others. Many problems in each category were listed. Finally, the present study suggested the several guidance plan possibly useful in the gifted education center for the purpose of prevention of emotional difficulties and support for the mental health, including professional personnel, child counselling, emotional education, and parent counseling & education.

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Development of a Customized Helmet Design System for Patients with Plagiocephaly (사두증 환자를 위한 맞춤형 헬멧 몰드 디자인 시스템 개발)

  • Kang, Yeonghoon;Park, Hyeryeon;Kim, Sungmin
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.443-450
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    • 2022
  • This study developed a three-dimensional helmet mold design software that can design helmets for treating the infant plagiocephaly (flat head syndrome) using three-dimensional head scan data. For this, the three-dimensional head data of sixth SizeKorea body measurement project as well as the data produced by a head modeling software were used to prepare the head shape data of plagiocephaly patients. A total of 14 landmarks and 10 dimensions of heads required for helmet mold shape design and plagiocephaly diagnosis were automatically measured using an anthropometric analysis software. Using the software developed in this study, plagiocephaly can be diagnosed not only visually by three-dimensional head data visualization but also quantitatively by calculating the medically defined indices such as cranial index, which measures the proportions of the head, and the cranial vault asymmetry index, which measures the asymmetry of the head. The basic shape of the helmet mold was automatically generated based on the head scan data. Additionally, it is possible to fine tune the shape of the mold to reflect individual characteristics by using a free form deformation technique. Finally, the designed helmet mold was converted into the data that can be printed on a three-dimensional printer for generating the actual prototype.

A Basic Study on the Development of a Grading Scale of Discourse Competence in Korean Speaking Assessment -Focusing on the Scale of 'REFUSAL' Task (한국어 말하기 평가에서 '담화 능력' 등급 기술을 위한 기초 연구 -'부탁'에 대한 '거절하기' 과제를 중심으로-)

  • Lee, Haeyong;Lee, Hyang
    • Journal of Korean language education
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    • v.29 no.3
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    • pp.255-292
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    • 2018
  • Most grading scales of Korean language proficiency tests are based on existing grading scales that are not empirically verified. The purpose of this study is to develop an empirically verified scale descriptor. The 'Performance data-driven approach' that is suggested by Fulcher (1987) was used to develop the detailed description of characteristics for each level of performance. This study is focused on the functional phase of speech samples analysis (coding data) to create explanatory categories of discourse skills into which individual observations of speech phenomena can be scored. The speech samples that were collected through this study demonstrated stages of speech that can be a foundation of a grading scale. The data used in the study was collected from 23 native speakers of Korean. Speech samples were recorded from simulated speaking tests using the 'REFUSAL' task, and transcribed for analysis. The transcript was analyzed using discourse analysis. The result showed that the 'REFUSAL' task needs to go through four functional phases in actual communication. Furthermore, this study found specific and detailed explanatory categories of discourse competence based on the actual native speaker's speech data. Such findings are expected to contribute to the development of more valid and reliable speaking assessment.

Influencing Factors on Functional Health Literacy among the Rural Elderly (농촌 지역 노인의 기능적 의료정보 이해능력 실태와 영향요인)

  • Park, Ji-Yeon;June, Kyung-Ja
    • Research in Community and Public Health Nursing
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    • v.22 no.1
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    • pp.75-85
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    • 2011
  • Purpose: The purpose of this study was to describe the status of the functional health literacy of the elderly living in a rural community and to identify the influencing factors on the functional health literacy. Methods: Subjects(n=238) aged over 60 years were selected for data collection. Functional health literacy was measured by Korean Health Literacy, which consisted of 15 items including eight numeracy and seven comprehension items. Descriptive statistics, t-test, ANOVA with Scheffe test, and stepwise multiple regression were used to analyze the data. Results: The mean score of total functional health literacy was $6.66{\pm}3.31$, numeracy was $3.52{\pm}1.76$, and comprehension was $3.41{\pm}2.10$. Of the subjects, 39.1% showed a low score below the median split. In the results of stepwise multiple regression, the factors affecting functional health literacy were basic literacy, age, number of chronic diseases, self-reported health status, and gender. These factors accounted for 33.0% of functional health literacy. Conclusion: These results suggest that interventions for improving functional health literacy are necessary to enhance elders' ability of self-care management. In addition, it is needed to take into account the individual characteristics of the subjects depending on their gender, age, and health status.