This work was designed for the Green Fund Aid 2004 of Korea Forest Service. It won the prize and has been constructed. We can have an opportunity to play a leading role in improving partnership with participation of local communities, promoting environmental education, and enhancing the environmental quality by constructing biotops in urban areas where energy flow in the ecosystem is not balanced. This design includes 'citizen participation process' and 'local community partnership' that is expected to promote local community participation in the process of design. This work suggests that biotope construction with citizen involvement and community partnership plays an important role not only in design items but also in the revitalization of local community. This sort of design process could not be fully achieved without cooperation with stakeholders - environmental specialists, local authorities, relevant societies, schools, teachers, parents of students.
This study aims to investigate the child patients' space use and behavior with its focus on the rest and play activities. The structural observation method followed by literature review adapted to find out the commonality and difference of play activities among the age groups. Children's development and types of play activities and participation in activities were reviewed through the related studies. Preliminary research on spatial composition and facilities and the observation of child patients' play behavior and space use was carried out as a main research. A total of 148 cases were studied and PASW 18, a statistics analysis program, was used for data analysis. The results are as follows; (1) The Lobby was important space as a play and rest area. (2) The subjects mainly played physical play and social-cognitive play. The result of this study provides fundamental data for designing children's hospitals that can contribute to the treatment and health improvement of child patients.
Objective: The purpose of this study was to examine the effects of parent play support beliefs and children's playfulness on children's ego-resiliency. Methods: The participants for this study were 236 young children aged 3 to 5, their parents, and teachers in 19 daycare centers located in Seoul and Gyeonggi Province. Descriptive statistics, bivariate correlations, and hierarchical regression analysis were conducted. Results: The major findings were summarized as follows. First, overall, the level of parents' play support beliefs, children's playfulness and ego-resiliency tended to be high in the present sample. Second, mothers' play support beliefs and children's active participation in play were significantly and positively associated with children's ego-resiliency. Third, parents' play support beliefs had no moderation effect on the effects of children's playfulness on their ego-resiliency. Conclusion/Implications: The results of this study suggest that parents' play support beliefs and children's playfulness are effective in improving children's ego-resiliency.
The purpose of this study is to investigate the metatheatricality of Harris' plays marked by the device of 'play-within-a-play' - Androcles and the Lion, Arkansaw Bear, and Punch and Judy. In his metatheatrical plays Harris shows that characters perform for themselves and others. The framework that inner performance is going on within the outer frame play is formed on the stage, and this device reminds the audience in the seats that they are representing reality but that they are only in the middle of performing on the stage. Based on this point of view, this study explores fictionality of character, and play. In Androcles and the Lion, the most-performed children's play in America, the metatheatrical elements are shown in the style of commedia dell'arte, which attacks the rigidity of characters' identity in the Roman society. Another well-known children's play, Arkansaw Bear consists of realistic frame play and fantastic inner play in the mind of a girl, both of which function as a mirror each other and help to sustain aesthetic distance to death and reality on the stage. In Punch and Judy, the structure of frame play and inner puppet play reminds that what's going on in the play is just a fictional play and reflects history of children's puppet show. Harris' unique metatheatricality, the heightened awareness of his own artistic medium, offers children educational opportunity to learn about how a play is performed on the stage and contributes to convey mature theme through children's imaginary participation in the process of playmaking on the stage.
Journal of the Korean Operations Research and Management Science Society
/
v.38
no.1
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pp.69-87
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2013
Recently a large number of people have been using social networking and microblogging services such as Facebook and Twitter. These mediums play a pivotal communication channel in a business-to-customer (B2C) relationship. Given its importance in today's business, companies have invested in the strategic application of social network services to reach out to customers. This study provides a blueprint for mechanisms for successful execution of social network services in the context of developing an effective B2C relationship, such as customer participation behavior. The S-O-R(Stimulus-Organism-Response) framework lays out the foundation for developing our research model and provides a structured view for understanding customer participation behavior on brand loyalty. For the methodology, this study employed a mixed-method approach. Additionally, in order to provide empirical evidences, a total of 121 respondents have completed the survey. All the data were compiled and analyzed through structural equation modeling and were implemented in partial least square (PLS). To sum up, this study presented theoretical and practical implications by providing the effect of customer participation behavior on brand loyalty through B2C microblogging.
Purpose: Mountain biking as a sport and recreational activity has grown rapidly over the previous two decades. The purpose of this study is to analyze differences of leisure satisfaction by demographic characteristics of mountain bike participants. Research design, data, and methodology: To accomplish the purpose, the study employed purposive sample method among nonprobability sampling and collected data from 300 participants. Of collected data, 288 responses were analyzed excepted for uncompleted responses. To analyze data, study utilized statistical techniques including descriptive statistics, reliability analysis, independent-sample t-test, and one-way ANOVA, and to verify difference between individual groups in relation to significant results, Duncan's multiple range was conducted. Results: Findings indicated no differences of leisure satisfaction by gender. Similarly, education level and occupations have not influence leisure satisfaction. Yet, differences of leisure satisfaction by participation frequencies were observed. Of participation frequencies, participants riding 5 times a week were more satisfied with MTB participation than the other groups participating less 3 times a week. Conclusions: The findings provide a couple of insights in terms of promoting MTB participation. In specific, results indicated that MTB would be attractive sports that is able to appeal huge populations regardless of their education and occupation. Furthermore, consistent participation is judged an effective way to increase psychological, educational, and social satisfaction. In this sense, regional MTB clubs could play a salient role in motivating riders to more participate in MTB. Hence, establishing strategies for encouraging club activities are needed.
Journal of the Korean Institute of Landscape Architecture
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v.47
no.5
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pp.1-13
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2019
This study is to derive a design alternative to the FECC (Forest Experience Center for Children) that meets the preschooler's preferences. For this purpose, preschooler participation is included in each phase of the FECC, the site perception phase, the deriving design elements phase, and the deriving design alternative phase. In this study, the process of the deriving design alternative phase was carried out with kindergarteners and preschoolers (6, 7 years olds; all 41 students) at Songsan-mulbit FECC in Gwangsan-gu, Gwangju. In order to derive the design alternatives, three detailed design processes (preschooler participation 2 times, researcher analysis 1 time), tool construction, and a preschooler participation workshop were conducted. The results of this study are as follows. First, as a result of the preschooler's design process, 41 designs were drawn, and an average of 7.66 spaces were drawn by each preschooler. The 6-year-old males designed the least (average 6.80 spaces) and the 7-year-old females designed the most (9.0 spaces). The physical and adventure play spaces were most common (38.9% to 48.7%) regardless of gender or age. To analyze the feasibility of the preschooler's design using a base map, the appearance of the physical environmental characteristics (7 items) in the site were analyzed in each of the 41 designs. As a result, the environmental characteristics were apparent a total 72 times overall. Similar environmental characteristics appearing more than once were apparent in 87.8% (26 designs) of designs. Second, three design alternatives were derived: APS- types (intensive planning of active play facility spaces) was presented in 15 designs, NS-types (planning focused on nature spaces) was presented in 14 designs, and SPS-types (planning focused on static play facility spaces) were presented 12 designs. Third, NS-type, which were finally selected through a preference assessment (5-point scale) and a comparative assessment of the three alternatives, has mainly natural spaces (forest space, forest path, shelter, natural exploration space, and ecological pond) and active play facility spaces, water play space and soil (sand) play spaces was appropriately designed. Therefore, the NS-type was analyzed as the design alternative that can fully accomplish all types of cognitive development through developed through play (functional play, constructive play, dramatic(symbolic) play).
This study aims to draw the factors of support and restriction as children play in the outdoor space through their participation. The 135 students (fifth- and sixth- graders) participated in the research using the mapping method included the daily diagram and the open-ended questionnaire. As the research results, the park, the school yard, the playground and the rest space were emerged as play spaces with high utilization rate. Through the analysis of play spaces based on children's perception, the physical and social-psychological factors are drawn as the factors of support and restriction. Some physical factors such as the location are relevant to social-psychological factors such as the friend and the danger. In conclusion, the physical factors which support or restrict children's activities have to be considered with the socialpsychological factors. And the result from children's experience and perception should be basis of providing appropriate spaces for children who are actual users of play spaces.
This study examines which factors are urging Korean companies to participate in e-marketplaces. By adding interorganizational factors, we extended an innovation-theory-based research model that is often applied to study the information technology adoption. 71 questionnaires from 720 Korean manufacturing companies were collected. Independent variables of the research were environmental, organizational, innovation, and interorganizational characteristics. We found that the environmental characteristics, innovation characteristics, and interorganizational characteristics have insignificant effect on the participation of domestic companies in e-marketplaces whereas the organizational characteristics have significant relationship with the participation in e-marketplaces. The result implies that many Korean companies take wait-and-see strategy in the forming stage of e-marketplaces, However, IT infrastructure and the support of top management for IT play very important role in adopting e-marketplaces.
Park, DaSol;Lee, EunYoung;Lee, SunHee;Park, Hae Yean
Therapeutic Science for Rehabilitation
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v.9
no.1
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pp.69-78
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2020
Objective : The purpose of this study was to conduct a comprehensive survey of children's play in parents of disabled and non-disabled children prior to commencing school. This study aimed to further understanding play recognition and to present a specific direction of play necessary to each parent. Methods : A questionnaire based on prior studies was sent to 700 people who had previously agreed to the take part. A total of 596 questionnaires were analyzed. Uncollected and insincere surveys, of which 106 were questionnaires for parents of disabled children, were exclused from analysis. The SPSS Window 23 program was used for data analysis and frequency analysis and the independent sample T test were performed. Results : Disabled children's parents perceived playing with their children as more important than that of non-disabled children's parents(p<0.01). There was no statistical difference between disabled children and non-disabled children's parents, but there were some differences(p=0,053). Both disabled and non-disabled children had more time to participate with their mothers than with their fathers. Mothers with disabilities had more time to play however, fathers with no disabilities had more time. Both disabled and non-disabled children's parents had the most "ordinary" frequency of buying toys and there was very littele difference between the 2 groups. Both disabled and non-disabled children's parents primarily used the internet to acquire play information, and consideration when buying fun was followed by interest inducement, development level and safety. Conclusion : Through this study, it was possible to compare the status of play recognition and participation by parents of children with or without disabilities. Based on this study, parents will be able to find out what they really need to play and will be provided as a basis for future play studies for children.
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