• Title/Summary/Keyword: cyber cafe

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The revitalization methods for the cyber community to consolidate the communities in apartment complexes;focused on the contents of their web sites (아파트 단지 내 공동체 강화를 위한 사이버 커뮤니티 활성화 방안;웹사이트상의 컨텐츠 현황과 이용실태를 중심으로)

  • Lee, Young-Ae;Kang, Soon-Joo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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    • pp.185-189
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    • 2006
  • attention to the elevation of the Quality of living, various ways to revitalize the community spirit are found including reforming hardhearted neighborhoods and overcoming the dreariness of city. With the development of the internet and the spread(dissemination) of "digital home", the communities in cyber space are especially active since we are living in an information-oriented society. To consolidate the communities in apartment complexes, this study tries to find revitalization methods of the cyber community by analyzing the contents of the web sites, understanding the cyber community. The cyber contents that are provided come from three main companies that develop the internet apartments. These are compared and analyzed. The related cyber communities("cafe") are also analyzed. The results are as follows. 1)Though they have some differences on details, the content provided from internet companies can be categorized as introduction to the apartment complex, personal service, community, club and internet shopping. 2)The contents on the cyber community made by the residents are mostly for clubs and chatting since they are made for communication between residents. 3)To revitalize the cyber community, the content that gets more attention from the residents needs to be subdivided into groups.

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Design and Implementation of Web-Based Cyber Training System (웹기반 가상연수 시스템 설계 및 구현)

  • Lee, Yong-Hoon;Han, Pan-Am
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.9
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    • pp.2920-2929
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    • 2000
  • In this paper, a cyber training institute system suitable for teachers' training is designed and implemented, and it is applied to and evaluated on the actual spot. While general purpose cyber education systems have too much unnecessary functions and are inconvenient to operate, this system removes the unnecessary functions and has only useful functions. This system is much concerned with the interaction among learners, instructors, administrators and contents. This system is characterized by having menu items such as Searching Learners, Taking Attendance, Information for Learners, Assignment Hand out, Group Debate, Cyber Cafe and Access Statistic to promote the interaction. The result of the application of this system to 554 teachers for two years is that the ratio of completion was 95%.

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Measures to Increase Evacuation Safety through Performance-Based Design of Escape Room Cafes (방탈출카페의 성능위주설계에 의한 피난안전성 확대 방안)

  • Hong-Sang Lee;Jai Young Lee;Ha-Sung Kong
    • Journal of the Korea Safety Management & Science
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    • v.25 no.4
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    • pp.95-104
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    • 2023
  • The purpose of this study is to propose measures to increase evacuation safety by calculating the habitable time using a fire and evacuation simulation program for the Room-escape cafe currently in operation, and comparing and analyzing it with the evacuation required time. Assuming a fire due to overheating of electric heaters in use in front of the warehouse, the habitable time was calculated through fire simulation, and the occupant's evacuation time calculated through evacuation simulation according installation of safety facilities, etc. was compared and analyzed with the habitable time. In the case of escape room cafes with safety facilities installed, evacuation safety was satisfied, but in escape room cafes without safety facilities, the evacuation safety was not secure. As a result of analyzing evacuation safety for each scenario based on the ASET analyzed in the fire simulation, it was found that in scenario 1, evacuation safety was secured and everyone successfully evacuated, while in scenario 2, no one succeeded in evacuation. These results can be said to confirm that the installation of safety facilities is very important in business establishments such as escape room cafes, which become enclosed structures when games are started.

Perception of Internet Cyber Community Participants on Reconciliation of Divorced Couple (이혼 후 재결합에 대한 인터넷 사이버공동체 참여자들의 인식)

  • Lim, Choon-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.237-253
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    • 2012
  • The purpose of this study was to examine the perception of cyber community participants on reconciliation of divorced couple and find reasons for pros and cons concerning reconciliation after divorce. The data were collected through searching for website or Internet cafe related to 'reconciliation after divorce' on Internet. The contents of 7 cases for asking for advice on reuniting and opinions of cyber community participants on them were analyzed. Cyber community participants expressed their approval of divorced couple's reuniting for following reasons: 'strong motive for reunion', 'sexual relation with ex-partner', 'parental responsibility', 'regarding reconciliation as a better choice than remarriage', 'regarding as a good choice for child' etc. But cyber community members were opposed to divorced couple's reuniting for following reasons: 'doubt about real intention to reuniting', 'no self-reflection on previous marriage and ex-spouse', 'concern for recurrence of former marital conflict', 'reuniting only for child not for couple', 'no prior settlement of former marital conflict', 'no forgiveness and tolerance for ex-spouse', 'no reflection and change', 'no effort on ex-spouse's side' etc. Though these results were restrictive, this study identified issues surrounding reconciliation after divorce through asking and giving advices by anonymous members on cyberspace. These findings implied that we should take more interest in reconciliation as an realistic alternative marriage pattern after divorce and consider what is important to successful reuniting after divorce.

Effects of small group transcription activities on university students' English listening comprehension (소집단 협동 전사활동이 대학생의 영어듣기 능력 향상에 미치는 영향)

  • Han, Sang-Ho
    • English Language & Literature Teaching
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    • v.12 no.1
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    • pp.257-286
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    • 2006
  • This paper investigates the effects of small group collaborative transcription activities on the improvement of university students' English listening ability. Based on the results of pre-tests, a class of 42 students was subdivided into 11 small homogeneous groups of three to four students. Each group was provided with 7 different news items to be transcribed. Means were compared between pre-test and post-test scores, followed by comparison of transcription errors in content and function words. Finally, students' perception and attitudes about the use of small group transcription for improving listening skills were qualitatively analysed and compared with pre- and post test results. It was found that post test scores highly correlated with improvement of listening ability. It was also found that groups of high degree of collaboration showed improvement in listening ability while lack of collaboration contributed to loss of interests in listening. Students who see process more important were found to make more contribution to the group success than those who place more emphasis on the results.

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The Relation between Social Networking Sites and Depression by Gender: Mediating effects of Collective Identity, Perceived Social Support, and Negative Comparison (성별에 따른 SNS사용유형이 우울감에 미치는 영향연구: 집단소속감, 지각된 사회지지, 부정적 사회비교의 매개효과)

  • Lee, Seunguk;Choi, Younyoung;Lee, Hyunwoo
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.205-215
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    • 2019
  • The purpose of this study aimed to investigate the gender differences in the mediating effects of perceived social support and negative comparison in the relation between social networking sites and depression. For this analysis, 483 samples were collected and conducted by multi-group structural equation model. The findings of this study were as follows: (1) Collective identity was observed both in Facebook and in Internet Cafe activities. (2) Collective identity was positively related to perceived social support, but perceived social support was negatively related to depression. Also, negative comparison was positively related to depression. (3) In terms of gender differences, the Facebook activities were negatively related to depression for male while the internet cafe activities were positively related to depression for female. Lastly, (4) The collective identity was positively related to negative comparison for female.

The Revitalization Schemes for Virtual Communities in Apartment Complexes - The Status and Classification of the Virtual Communities - (아파트 단지 내 사이버 공동체 활성화 방안 연구 I - 사이버 공동체 실태와 콘텐츠의 유형화 -)

  • Kang, Soon-Joo;Lee, Young-Ae
    • Journal of the Korean housing association
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    • v.19 no.1
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    • pp.57-66
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    • 2008
  • In the past, strong social bands, which had spontaneous communities, existed in Korean traditional society. However, while it's developing through industrialization; monolithic apartment houses were introduced which causes less interaction between neighbors. With the growing attention to the higher living quality, various schemes to revitalize the community spirits have been groped, including to improve in hardhearted neighborhood relationships and to cope with the dreariness in the city. With the development of the internet and the spread of 'digital home', the communities in cyber space have been especially revitalized since the information-oriented society. In a move to strengthen the communities in apartment complexes, this study tries to find the revitalization scheme for virtual communities in apartment complexes by analyzing the contents of its web sites and understanding the world of virtual community. These are compared and analyzed. The related virtual communities ("cafe" or "blogs") are also analyzed. The results are as follows. 1) There are some differences among the contents provided by apartment virtual community developing companies, still, it could be categorized into four types; "apartment complex introduction and management information" "community revitalization" "living guide" "individual services" 2) The contents provided by self-organized communities of residents neither require additional charge nor special membership for information while the formation is not systematized. 3) In the comparison of apartment virtual community developing companies with residents self-organized communities, "apartment complex introduction and management information" on freeboard, notice, request and Q&A, and "community revitalization" on communication board are both provided throughout the web sites. 4) The contents provided by apartment virtual community developing companies makes the information available in a wide range with managers, on the other hand, self-organized communities emphasize on showing attachment and concern of residents and requiring communications between neighborhoods.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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