• Title/Summary/Keyword: sports experience

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Landscape Design for the Buchon Special School (부천특수학교 조경설계)

  • 김신원;이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.3
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    • pp.57-63
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    • 2002
  • This landscape design was proposed for the Buchon Special School Competition, held by the Kyonggi Province Office of Education. The authors collaborated on this design and won first prize in November of 2001. In the design proposal, on the basis of the knowledge of; mentally retarded children the children's activities, nature and health, and the healing gardens, the special school outdoor spaces were designed to meet the particular needs of the users. The school outdoor spaces are design for various types of users-children, adolescents, parents, siblings, staff, volunteers and visitors. The following are some of the basis concerns in the design of the school outdoor spaces : garden site planning, garden location, security, microclimate, entering and exiting, accessibility, usability, user group territories, supervision, attracting trained volunteers, a range of high-quality social settings, accommodation of different student types, accommodation of needs for both challenge and rest, child nature interaction, diversity of natural settings, hands-on activity, integrating the arts, and maintenance. The following are some of the major features in the design of school outdoor spaces : pleasant and inviting entry areas, sports grounds with different levels of challenge, gardens with plants having strong fragrances and/or tactile qualities, resting places with many types and forms of seating and weather-mitigating features, play grounds for all student types, roof gardens for users to experience nature in man-made environments, and walkways and winding paths with various trees, shrubs and flowers. In the special school outdoor spaces, people would perceive a unique sense of place through the various types of spaces and features described above. An example of the true meaning of a playing and resting place and a restorative and therapeutic environment is provided in the school outdoor spaces.

Development of Automated External defibrillator training simulation using Virtual Reality (가상현실을 이용한 자동 제세동기(AED) 훈련 시뮬레이션 개발)

  • Im, Jeongsu;Lee, Yeongkwang;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.350-352
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    • 2017
  • Virtual reality technology was initially developed for entertainment purposes such as games, movies, sports, and theme parks, but gradually expanded to a number of industries such as education, e-commerce, and health care,. Therefore, safety education content incorporating VR is also rising rapidly. However, the program activity on safety education in our country is still insignificant. Although rescue of patients with acute cardiac arrest using defibrillators is one of the most representative safety education, in 2014, defibrillators are rarely used in Korea to save the lives of patients and there are very few cases of using defibrillators. The use of automatic defibrillators and the importance of knowing how to use them for expanding accessibility are necessary. However, it is not easy to provide experience education only after completing the safety education in simple theoretical education. In this paper, we propose a automatic defibrillator training simulation system using virtual reality that can be freelu trained at any time.

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Comparative Analysis of Body Composition and Basic Physical Strength between Model Majored Female College Students and General Female College Students (모델전공 여대생과 일반 여대생의 신체조성 및 기초체력 비교분석)

  • Kim, Won-Hyun;Kim, Seung-Suk
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.597-604
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    • 2014
  • This research aimed at comparative analysis of body composition and basic physical strength of model majored female college students and general female college students. The research object was composed of 15 model majored female college students of D University, who learned the purpose of this research enough and wrote the consent form of voluntary participation and 15 general female college students, who have no medical history and currently no special disease, and no experience in regular exercise. They underwent body composition inspection, left right grasping power which is the basic physical strength, back muscle strength, flexibility, rapidity, muscle endurance, and the researcher performed descriptive statistics to calculate the average standard deviation, and analyzed to verify difference between groups by using independent t-test. With statistical significance level p<.05, the results are as follows. model majored female college students and general female college students showed meaningful difference between groups in weight, skeletal muscles, body fat volume, BMI and left right grasping power, back muscle strength, rapidity(p<.05). between groups in flexibility and muscle endurance(p>.05).

Study on Bee venom and Pain (통증 관련 봉독(蜂毒) 연구에 대한 고찰(考察))

  • Yun, Hyoung-Seok;Kim, Young-Suk;Lee, Jae-Dong
    • Journal of Pharmacopuncture
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    • v.3 no.1
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    • pp.157-175
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    • 2000
  • In order to study Bee venom and Pain, We searched Journals and Internet. The results were as follows: 1. The domestic papers were total 13. 4 papers were published at The journal of korean acupuncture & moxibustion society, 3 papers were published at The journal of korean oriental medical society, Each The journal of KyoungHee University Oriental Medicine and The journal of korean sports oriental medical society published 1 papers and Unpublished desertations were 3. The clinical studies were 4 and the experimental studies were 9. 2. The domestic clinical studies reported that Bee venom Herbal Acupuncture therapy was effective on HIVD, Subacute arthritis of Knee Joint and Sequale of sprain. In the domestic experimental studies, 5 were related to analgesic effect of Bee vnom and 4 were related to mechanism of analgesia. 3. The journals searched by PubMed were total 18. 5 papers were published at Pain, Each 2 papers were published at Neurosci Lett. and Br J Pharmacol, and Each Eur J Pain, J Rheumatol, Brain Res, Neuroscience, Nature and Toxicon et al published 1 paper. 4. In the journals searched by PubMed, Only the experimental studies were existed. 8 papers used Bee Venom as pain induction substance and 1 paper was related to analgesic effects of Bee venom. 5. 15 webpage were searched by internet related to Bee Venom and pain. 11 were the introduction related to arthritis, 1 was the advertisement, 1 was the patient's experience, 1 was the case report on RA, 1 was review article.

Selection Criteria and Swimsuit Purchase Satisfaction of Female Consumers According to Swimming Experiences and Physical Self-concepts (20~30대 여성의 수영경력과 신체적 자아개념에 따른 수영복 선택기준과 구매만족도)

  • Jeong, Noh Ra;Hwang, Choon Sup
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.8
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    • pp.1015-1028
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    • 2013
  • This study analyzed the relationship among swimming experiences, swimsuit selection criteria, swimsuit purchase satisfaction level, and the physical self-concept of female consumers. This study was based on a descriptive survey method using a questionnaire. The survey was conducted from June 15 through July 20, 2012, and the sample consisted of 330 female consumers in their 20s and 30s residing in the Seoul and Gyeonggi area. Factor analysis and Cronbach's ${\alpha}$ coefficients, ANOVA, Duncan's Test, and multiple regression analysis were employed for the data analysis. The results revealed that individual self-concepts on health, sports competence, and fitness were influenced by swimming experiences. There was a tendency for those with a longer period of swimming experience to have a higher level of brand consideration as a swimsuit selection criterion; in addition, they showed a higher satisfaction level with swimsuits. Individual physical self-concept influenced the consideration given to each swimsuit selection criterion as well as swimsuit purchase satisfaction level. The findings of the study reflect the possibility of utilizing swimming experiences as a criterion for swimsuit market segmentation. Attention to the quality of swimsuits as well as to the physical self-concept of consumers are required for marketing activities.

A Study on Weight Concerns and Their Control on Behavior in Female University Students Living in Jeonju (전주 지역 여대생의 체중 조절에 대한 관심도 및 실행 행태에 관한 연구)

  • Rho, Jeong-Ok
    • The Korean Journal of Food And Nutrition
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    • v.20 no.3
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    • pp.325-333
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    • 2007
  • This study was conducted to investigate the weight concerns of female university students living in Jeonju, as well as their control on behavior. Self-administered questionnaires were collected from 285 students. Statistical data analysis was completed using the SPSS v. 11.0 program. The results are summarized as follows: The average weight, height, and BMI of the subjects were 21.43 kg, 161.93 cm, and 19.8, respectively. With regard to body image, most were dissatisfied with their figures, especially the hips and thighs. About 42% of the students estimated their figures as 'slightly fat', while 5.4% stated 'very fat', even though their BMI classified as 'normal'. Four percent of the underweight students described themselves as being 'fatty'. Approximately 93% of the students had strongly pursued weight control, and 45.3% reported wanting to lose about $2{\sim}5$ kg. Almost 73% of the respondents had weight loss experience. The primary reason for weight control was to improve self-confidence. Only 19.6% had succeeded in losing weight, while nearly 48% had stopped dieting. To reduce weight, about two thirds of the students ate less(e.g. no snacks, no sweets). Fifty percent tried to reduce weight by more physical activity(e.g. sports). Television(50.9%), friends(48.4%), and newspapers/magazines(40.4%) were essential sources of pertinent information. In conclusion, the results show that female students in Jeonju have a great interest in weight reduction. Thus, the majority are willing to try several methods for weight reduction, which however, are not promising and not based on a lasting nutritional change. Therefore, it's necessary to increase cooperation among those concerned(e.g. dietitians, teachers, parents, media) and to develop weight-control programs that take into consideration lifestyle and daily habits, as well as combine physical activity, nutrition, and behavioral and personality training.

A Study on the Relationship between Specialized Topics and Library Space Composition (특화주제와 도서관 공간구성의 관계에 관한 연구)

  • Kim, Yoon-Jeong;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.2
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    • pp.5-31
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    • 2019
  • As one of the challenges providing sufficient Social Overhead Capital (SOC), such as cultural and sports facilities, installing small libraries and remodeling old public libraries are crucial to provide local community a public space and specialized services. In order to achieve such objectives, those libraries need to designate special themes while operating and providing services. In this study, we sought to find the relationship between the specialized themes and the spatial composition of the library. For this purpose, we investigated the specialized themes, spaces, services, spatial composition of program, and external environment. Analysis results showed that those libraries need to coordinate various areas according to the respective themes as well as categorization for its specialization subjects in order to stimulate activities of the libraries and to increase the usage rates. In addition, we have identified that a variety of spaces, such as thematic experience zones, are needed to improve the libraries' performance.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1749-1755
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    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.