• Title/Summary/Keyword: cultural software

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The Impact of Service scape at Resort on Perceived Value, Satisfaction and Action Intention: As A Case of Sanya Atlantis in China (리조트의 서비스스케이프가 지각된 가치, 만족도, 행동의도에 미치는 영향: 중국 싼야 아틀란티스의 사례를 중심으로)

  • Qiongao Mei;Giyoung Chung
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.27-39
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    • 2024
  • Modern tourists prefer resorts with various facilities for health, leisure, sports, and cultural activities. The tourism industry strives to diversify entertainment programs to meet consumer needs. This study identifies servicescape as a primary competitive advantage and aims to propose effective marketing strategies and strategic insights to maximize tourists' perceived value and enhance satisfaction. To achieve this research objective, an online questionnaire survey was administered to customers with prior experience at the Atlantis Resort in Sanya, China, followed by statistical analysis using the SPSS 23.0 software. The findings indicate that servicescape, by providing optimal value to customers within the service industry, exhibits a positive correlation with customer satisfaction and constitutes a critical factor for the success of tourism enterprises.

Conceptual Model of Establishing Lifestyle (Lifestyle-DEPER [Decision, Execution, Personal Factor, Environment, Resources]) and Lifestyle Intervention Strategies (라이프스타일 형성 모델(Lifestyle-DEPER [Decision, Execution, Personal Factor, Environment, Resources])과 건강을 위한 라이프스타일 중재 전략)

  • Park, Ji-Hyuk;Park, Hae Yean;Hong, Ickpyo;Han, Dae-Sung;Lim, Young-Myoung;Kim, Ah-Ram;Nam, Sanghun;Park, Kang-Hyun;Lim, Seungju;Bae, Suyeong;Jin, Yeonju
    • Therapeutic Science for Rehabilitation
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    • v.12 no.4
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    • pp.9-22
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    • 2023
  • The Lifestyle-DEPER (Decision, Execution, Personal Factors, Environment, Resources) model explains lifestyle formation. Lifestyles are shaped through the decision, execution, and habituation stages. Factors influencing the establishment of a lifestyle are categorized as environmental, resource, and personal. The environment encompasses our surroundings and social, physical, cultural, and virtual environments. Resources refer to what individuals possess, such as health, time, economic, and social resources. Personal factors include competencies, needs, and values. At the lifestyle establishment stage, each of these factors influences a different stage. These collective processes are referred to as events, encompassing both personal and social events. Health-related lifestyle factors include physical activity, nutrition, social relationships, and occupational participation. These are the goals of lifestyle intervention. The intervention strategy based on the Lifestyle-DEPER model, called KEEP (Knowledge, Evaluation, Experience, Plan), is a comprehensive approach to promoting a healthy lifestyle by considering lifestyle formation stages and their influencing factors. This study introduces the Lifestyle-DEPER model and presents a lifestyle intervention strategy (KEEP) to promote health. Further research is required to validate the practicality of the model after applying interventions based on the lifestyle construction model.

Studies about Changes in Modern Korean Font and Effect of Digital Font to Caligraphy Design Thinking of Korea (근현대 한글 컴퓨터서체의 변화와 디지털폰트가 Caligraphy에 준 영향에 관한 연구)

  • Lee, Sung-Soo;Choi, Byoung-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.159-163
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    • 2008
  • Recently, typography in Korea has been varied. Among them, after 2005 a new trend caligraphy has appeared and in reality people discussed that this has been occurred as a coincidence. However, as a view of one who is interested in Hangeul typography, born of Hangeul caligraphy is not a coincidence. It is because computerizing of Hangeul has been later than U.S. or Japan. Korea was colonized by Japan and experienced the Korean War and economical independence got late and cultural independence got late as well. Our language, Hangeul was independenced in the beginning of 1990's after computer was introduce and original letter of Hangeul was scanned and basic standard was built. From the end of 80's there were many efforts for independence of Hangeul but there were problems on hardware side than software side. In the beginning of 90's basic fonts such as Myungjo or Gothic of Choi Jung-ho's fonts were set for computer hardware, but later 90's can be called as a time for distributing designed fonts for that new fonts that were planned and applying new ideas on fonts were done. In 2000 the two major font company in Korea Sandoll Communication and Yoon Design Institute made a fonts such as When branding had to be done by designer, typo must be written so adjusting size and moving baseline made old style and caligraphy fonts to be born. These cycling process has been natural motive for nowadays' caligraphy and these two major companies' role has made caligraphy to be popular.

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A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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A Trial for Development of Health Profile (KHP 1.0) to Measure the Self-Perceived Health Status of Korean (한국인의 자가평가 건강수준 측정도구(KHP 1.0) 개발)

  • Yang, Jin-Sun;Chun, Jin-Ho
    • Journal of Preventive Medicine and Public Health
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    • v.36 no.1
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    • pp.11-23
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    • 2003
  • Objectives : The 1990s has seen advances in the conceptualization of self-perceived health status which has important roles for individual health and the quality of life. Many types of standardized questionnaires have been developed with the current wide use of SF-36, NHP, andEuroQol. However, the outcomes of these tools may be different with regard to regional, cultural and emotional backgrounds. The purpose of this study was to trial the development of a Korean Health Profile (KHP 1.0) to measure the self-perceived health stati of Koreans. Methods : The KHP 1.0 was designed on the basis of the Medical Outcome Study Form 36 (SF-36), the Nottingham Health Profile (NHP), and the EuroQOL. It was composed of 9 scales; physical functioning, role limitation-physical, pain, general health, energy, social isolation, sleep, role limitation-emotional, and e-motional health. Self-reported chronic disease conditions, and the Zung's Self-Rating Depression Scale (SDS), were also checked for the evaluation of clinical validity. This study was conducted, from December 2000 to January 2001, on 800 middle-aged parents, with four high school students, with 100 retest sets being conducted two weeks later. From the 800 subjects there were 588 complete responses (effective response 73.5%). The reliability of the test-retest results, and the factor analysis on the validity of the KHP 1.0 components, were evaluated using the SPSS (ver 10.0) software. Results : The reliability of the KHP 1.0 was good with Cronbach's alpha (>0.6), test-retest correlation coefficients (>0.5), but with no significant differences from the paired t-test. From the psychometric validity tests, the 9 scales of the KHP 1.0 were divided into two components; physical and mental, and trimmed to the established model with 55% of the total variance, with the exception of role limitation-emotional. The clinical validity on the basis of the comparison for the four characteristic groups; healthy, physical conditions only, mental conditions only, and physical and mental conditions were also good. Conclusions : The KHP 1.0 appears to be a valid measurement tool of self-perceived health stati of Koreans, although there are limitations, i.e. sample size was too small, a limited number of middle-aged subjects, and it was based on unconfirmed diagnoses, etc. Therefore, further study is required to standardize the assessment.

A Case Study on the Effectiveness of Major-friendly Contents in Software Education for the Non-majors (비전공자 소프트웨어 교육에서 전공맞춤형 학습 콘텐츠의 효과에 관한 사례 연구)

  • Seo, Joo-Young;Shin, Seung-Hun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.55-63
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    • 2020
  • Recently, there is a strong interest in SW basic education for non-major students in universities, but SW non-majors are having a hard time learning. This paper proposes a class operation method that utilizes customized contents reflecting the interests of non-majors, rather than using existing learning contents for SW majors. The proposed method is to improve the education effects by increasing the learning motivation of SW non-majors. The paper shows a case study of A university, which has operated non-major SW basic education for more than five years. The case study analyzed the change of class satisfaction of students of pre- and post- learning group that reformed major-friendly contents about the same curriculum. As a result, the students of social sciences are interested in learning contents using public data that can examine the social and cultural phenomena of the country, and humanities students are interested in text contents such as novels, history books, and SNS articles. In addition to the understanding of the lectures, the class satisfaction was also greatly improved, and it showed that the major-friendly contents is useful for SW basic education of non-majors.

Scenario-based Flood Disaster Simulation of the Rim Collapse of the Cheon-ji Caldera Lake, Mt. Baekdusan (시나리오에 따른 백두산 천지의 외륜산 붕괴에 의한 홍수재해 모의)

  • Lee, Khil-Ha;Kim, Sang-Hyun;Choi, Eun-Kyeong;Kim, Sung-Wook
    • The Journal of Engineering Geology
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    • v.24 no.4
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    • pp.501-510
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    • 2014
  • Volcanic eruptions alone may lead to serious natural disasters, but the associated release of water from a caldera lake may be equally damaging. There is both historical and geological evidence of the past eruptions of Mt. Baekdusan, and the volcano, which has not erupted for over 100 years, has recently shown signs of reawakening. Action is required if we are to limit the social, political, cultural, and economic damage of any future eruption. This study aims to identify the area that would be inundated following a volcanic flood from the Cheon-Ji caldera lake that lies within Mt. Baekdusan. A scenario-based numerical analysis was performed to generate a flood hydrograph, and the parameters required were selected following a consideration of historical records from other volcanoes. The amount of water at the outer rim as a function of time was used as an upper boundary condition for the downstream routing process for a period of 10 days. Data from the USGS were used to generate a DEM with a resolution of 100 m, and remotely sensed satellite data from the moderate-resolution imaging spectroradiometer (MODIS) were used to show land cover and use. The simulation was generated using the software FLO-2D and was superposed on the remotely sensed map. The results show that the inundation area would cover about 80% of the urban area near Erdaobaihezhen assuming a 10 m/hr collapse rate, and 98% of the area would be flooded assuming a 100 m/hr collapse rate.

Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.

A Correlation between the Perceived Symptom of Musculoskeletal Diseases and Psychosocial Factors of Dental Professionals in C Region (C지역 치과종사자의 근골격계 질환 자각증상과 사회심리적 특성과의 관계)

  • Han, Ji-Hyoung;Kim, Jin;Nam, Soo-Hyoun;Kim, Chang-Hee
    • Journal of dental hygiene science
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    • v.10 no.4
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    • pp.279-286
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    • 2010
  • To investigate the correlation between the perceived symptom of musculoskeletal diseases and psychosocial factors in dental professionals in Chungcheong province, a self-administered survey was conducted on 206 dental professionals in Chungcheong province from March 9th, 2009 to March 28th, 2009. SPSS WIN 12.0 software was used to analyze the data and the following results were obtained. 1. As for the perceived symptom degree of musculoskeletal diseases based on measured body parts, the frequency of 'high' was the highest in all the parts of the body. 2. As for gender, females showed higher interest in musculoskeletal diseases than males (p=.000). As for age, subjects ranged 26~30 years showed the highest interest in musculoskeletal diseases, which was statistically significant (p=.000). 3. Work satisfaction showed a positive correlation with the perceived symptom of musculoskeletal diseases in lumbar group and lower extremity group. Work stress showed a weak negative correlation with the perceived symptom of musculoskeletal diseases in lumbar group and lower extremity group. Coworker satisfaction showed a positive correlations with the perceived symptom in upper extremity group and lower extremity group. Hospital satisfaction showed a positive correlations with the perceived symptom in upper extremity group, lumbar group and lower extremity group. Working environment satisfaction showed a positive correlations with the perceived symptom in neck group, shoulder group, upper extremity group and lower extremity group. This study showed a correlation between psychosocial factors and the perceived symptom of musculoskeletal diseases based on body parts. Therefore, psychosocial factors should be considered when the prevention and management program of musculoskeletal diseases are developed.

A Study of the Development of Marine Tourism Destination Indicators Importance which Applies AHP (AHP를 활용한 해양관광지개발지표 중요도 연구)

  • Kim, Hye-Young;An, Hyung-Soon
    • Journal of the Korean association of regional geographers
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    • v.15 no.6
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    • pp.763-773
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    • 2009
  • This study is the basic data to design development directions and development standards of resources and facilities for establishing provision-oriented marine tourism development plans, and it aims to help develop provision-oriented marine tourism by drawing planning index and considering its priority necessary for provision-oriented marine tourism development. The findings of the study are as follows. As the result of analysis on four aspects, specific standards and plans for marine tourism development index, it showed environmental aspect, socio-cultural aspect, management aspect, and economic aspect in order. According to the result, the environmental aspect is considered important as the plan to solve problems working as inhibition factors instead of local development, due to local culture and environment disruption. Besides, as the result of iult of iuland priority of 13 items w of iure specific factors and specific plans, durability of resource use, iulroveand envisurrf rdings, receptive culacity, conservesidesand transmissidesnvicultures, and iulroveand ein the quality of life, stability of resource use, quality management of tourist attractions, competency intensificesidesof residents, income increase of residents, PR marketing, role of public sectors, increase in the local industry, and increase in employment were shown in order. Software-oriented plans should be made to preserve overall nature of local areas rather than hardware-oriented plans and development of environmental aspect that merely considers preventing environment destruction.

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