• Title, Summary, Keyword: Community Involvement

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An understanding of green space policies and evaluation tools in the UK: A focus on the Green Flag Award (영국 녹지 정책과 녹지 평가 발달에 대한 이해: Green Flag Award를 중심으로)

  • Nam, Jin-Vo;Kim, Nam-Choon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.22 no.1
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    • pp.13-31
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    • 2019
  • Green spaces are recognised for the benefits. They bring to the quality of people's lives. However, since the 1980s there has been a general increase in poorly-managed green spaces. In an attempt to address this issue, green space policy has changed its focus on green space management through the gradual introduction of green space evaluation tools, such as the Green Flag Award (GFA). The GFA, as an established green space evaluation tool in the UK, reflects a shift in policy drivers of green spaces management. However, there is a lack of research investigating the contextualisation between a wide range of policy contexts and such green space evaluation tools (the GFA in this study). The aims of this study are therefore to explore the development of green space evaluation since the late 1990s, with respect to the growth of the GFA and its impact on other evaluation tools across the UK and several countries. To address the aims, this study employs in-depth literature reviews on UK green space policy mainly conducted by government. In addition, case studies are presented, focusing on the GFA and independent green space evaluation tools intrinsically derived from the GFA in the UK's cities and Nordic countries. Results show that based on the awareness of the severity of declining standards of green spaces, newly emerging policy arrangements have been adopted to address negative issues, which affect the standard of green spaces such as the transfer of responsibility for green space management, the implementation of Compulsory Competitive Tendering and ongoing budget cuts. Significantly, the GFA's indicators reflect the emerging changes of economic and social contexts associated with green spaces management where, in particular, the prospect of continuous budget cuts, which encourages communities to become involved in green space management. The GFA has widely contributed to leading such UK's cities and other countries to be able to create their independent green space evaluation tools in different approaches based on stakeholders' (mainly community) involvement in the decision-making process of green space evaluation. In conclusion, this study implies that successful green space evaluation tools do embody the value of green spaces and address drivers of emerging green space management with correspondence to the context of policy arrangements. Importantly, stakeholders have an opportunity to be involved in a partnership in the decision-making process through some green space evaluation tools. It is hoped that for well-managed green spaces this study will contribute valuable knowledge to our existing understanding of green space management in an era of austerity.

A Study on the Preparation of Contents for Promoting the Establishment of a Disaster Safety Village in Rural Areas (농촌지역 재난안전마을 만들기 활성화를 위한 컨텐츠 마련에 관한 연구)

  • Koo, Wonhoi;Bae, Minho
    • Journal of the Society of Disaster Information
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    • v.14 no.4
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    • pp.387-398
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    • 2018
  • Purpose: The purpose of this study is to promote the disaster safety village establishment project that fits the characteristics of rural areas by investigating and analyzing the operation cases of contents with regard to disaster safety villages in Korea and Japan. Method: The contents of project related to disaster safety villages in Korea and Japan were classified into resident participation contents, structured contents and unstructured contents, for examining the characteristics of such contents through investigation and analysis, and the contents (draft) of disaster safety village that fitted the characteristics of rural areas were presented. Result: The contents of resident participation include basic safety education, CPR education, life experience training of evacuation shelter, evacuation training, concurrent training of farming activity and disaster activity and creating a village safety map in connection with competent authorities. The enactment of an act and an ordinance for the establishment of disaster safety village, expert dispatch system, storm and flood insurance system and funding system to raise the fund for establishing a village were presented as unstructured contents. In addition, the production of self supporting evacuation shelter, wireless evacuation announcement system, disaster prevention system for a river, emergency evacuation sign, village safety map sign and the establishment of disaster prevention park were presented as structured contents. Conclusion: The unstructured contents are the establishment of foundation for preparing laws and institutions and the structured contents should be installed by utilizing eco-friendly methods in consideration of the environments of rural areas along with securing the safety. Moreover, resident participation should utilize the contents by considering various items such as age, characteristics and environments of residents in rural villages.

The Perception of Mental Health Status, Mental Health Literacy, Mental Health Welfare Center and Mental Health Business of among Local Students (일 지역사회 학생의 정신건강상태, 정신건강지식, 정신건강복지센터와 정신건강사업에 대한 인식조사)

  • Oh, Mi-Jung;Kim, Min-Ja;Chang, Koung-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.427-437
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    • 2020
  • This study investigated perceptions of mental health literacy, mental health status, mental health welfare center, and mental health business of local students. Totally, 388 students visiting the mental health welfare center located in G city were enrolled for the study. Data were collected from October 1 to October 26, 2018 using structured questionnaires, and analyzed by applying the IBM SPSS 24.0 statistics program. The mental health status of subjects was found to be most severely stressed (31.4%). The mental health literacy score of the subjects was 40.99 points, and 45.9% of the respondents had never heard of mental health welfare center. Considering mental health business, 68.3% had never heard of mental health counseling, and the most common way to access information about mental health or mental illness was the internet (58.0%). In addition, 75.3% respondents answered that an increase in the government budget for management of mental health and illness was required. Taken together, our results indicate the necessity to strengthen continuous education, promotion for mental health improvement, and the development of a customized mental health promotion program suitable for the student's level, through involvement of the community mental health welfare center.

The Health Status of Rural Farming Women (농촌여성(農村女性)의 건강실태(健康實態)에 관한 연구(硏究))

  • Park, Jung-Eun
    • Journal of agricultural medicine and community health
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    • v.15 no.2
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    • pp.97-106
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    • 1990
  • 1. Background Women's health and their involvement in health care are essential to health for everyone. If they are ignorant, malnourished or over-worked, the health &-their families as well as their own health will suffer. Women's health depends on broad considerations beyond medicine. Among other things, it depends upon their work in farming. their subordination to their families, their accepted roles, and poor hygiene with poorly equipped housing and environmental sanitation. 2. Objectives and Contents a. The health status of rural women : physical and mental complaints, experience of pesticides intoxication, Farmer's syndrome, experiences of reproductive health problems. b. participation in and attitudes towards housework and farming c. accessibility of medical care d. status of maternal health : fertility, family planning practice. induced abortion, and maternal care 3. Research method A nationwide field survey, based on stratified random sampling, was conducted during July, 1986. Revised Cornell Medical index(68 out of 195 items). Kawagai's Farmers Syndrome Scale, and self-developed structured questionnaires were used to rural farming wives(n=2.028). aged between 26-55. 4. Characteristics of the respondents mean age : 40.2 marital status : 90.8% married mean no. of household : 4.9 average years of education : 4.7 yrs. average income of household : \235,000 average years of residence in rural area : 36.4 yrs average Working hours(household and farming) : 11 hrs. 23 min 5. Health Status of rural women a. The average number of physical and mental symptoms were 12.4, 4.7, and the rate of complaints were 22.1%, 38.8% each. revealing complaints of mental symptomes higher than physical ones. b. 65.4% of rural women complained of more than 4 symptoms out of 9, indicating farmer's syndrome. 11.9 % experienced pesticide overdue syndrome c. 57.6% of respondents experienced women-specific health problems. d. Age and education of respondents were the variables which affect on the level of their health 6. Utilization of medical services a. The number of symptoms and complaints of respondents were dependent on the distance to where the health-care service is given b. Drug store was the most commonly utilized due to low price and the distance to reach. while nurse practitioners were well utilized when there were nurse practitioner's office in their villages. c. Rural women were internalized their subordination to husbands and children, revealing they are positive(93%) in health-care demand for-them but negative(30%) for themselves d. 33.0% of respondents were habitual drug users, 4.5% were smokers and 32.3% were alcohol drinkers. and 86.3% experienced induced-abortion. But most of them(77.6%) knew that those had negative effects on health. 7. Maternal Health Care a. Practice rate of contraception was 48.1% : female users were 90.9% in permanent and 89.6% in temporary contraception b. Induced abortions were taken mostly at hospital(86.3%), while health centers(4.7%), midwiferies(4.3%). and others(4.5%) including drug stores were listed a few. The repeated numbers of induced abortion seemed affected on the increasing numbers of symptoms and complaints. c. The first pre-natal check-up during first trimester was 41.8%, safe delivery rate was 15.6%, post-natal check-up during two months after delivery. Rural women had no enough rest after delivery revealing average days of rest from home work and farming 8.3 and 17.2. d. 86.6% practised breast feeding, showing younger and more educated mothers depending on artificial milk 8. Recommendations a. To lessen the multiple role over burden housing and sanitary conditions should be improved, and are needed farming machiner es for women and training on the use of them b. Health education should begin at primary school including health behavior and living environment. c. Women should be encouraged to become policy-makers as well as administrators in the field of women specific health affairs. d. Women's health indicators should be developed and women's health surveillance system too.

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A Study of Urban Park Development and Management through Public-Private Partnership (민.관 파트너십 도시공원 조성 및 관리방식 연구)

  • Kim, Yong-Gook;Han, So-Young;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.3
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    • pp.83-97
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    • 2011
  • The purpose of this study is to perform a gap analysis between public-private partnership urban parks of Korea currently in their initial stage and various foreign cases that have been established in terms of planning(formation of public-private partnership${\rightarrow}$creation of parks${\rightarrow}$operation and management of parks) and to propose improvements for each process of planning. As a result of the gap analysis on domestic and foreign public-private partnership urban parks, the future course to be followed by urban Korean parks can be summarized as follows. First, if the public-private urban parks that exist at present were led by a single or small number of partners centered on local government entities, urban parks from that point on must be created and managed based on efficient multi-sector partnerships. Since urban parks are public spaces where public benefit is more important than profit, diverse voices of public-private sectors must be reflected with a long-term perspective. Second, urban parks are not a place to be completed but a public space which continues to develop. Therefore, they must be approached with a focus on the process instead of the result. The existing concept of domestic public-private partnership is inclined to creation of urban parks. This suggests than the government had been focusing only on quantitative increase in urban parks. In order to create values as a public space for local communities, public-private partnership is also required in operation and management of urban parks. Third, public-private partnership management of urban parks can become more effective through active community participation. Participation by local communities takes long time because transition in the consciousness about values of urban parks must be presumed. Thus in Korea, non-profit organization like Seoul Green Trust should accumulate successful creation and management of small and large urban parks through public-private partnership will settle in our nation.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

The Present Situation and Future Strategies of 4-Year Nursing Baccalaureate Program (한국 4년제 대학 간호교육의 현황과 발전방안)

  • Park Jeong-Sook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.1 no.1
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    • pp.17-23
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    • 1995
  • One of the biggest problems of Nursing Education in Korea is the division among nursing education programs of the last 3 and 4 years. To solve this problem, Nursing community must do variable trials to achieve the unity of a 4-year educational program. With this, we need to observe the phenomena and reality of the present 4-year nursing educational program that we have. The object of this study is to analyse and discuss that we have. The object of this study is to analyse and discuss the problems and future strategies of 4-year Nursing Baccalaureate program. 1. Problems as nursing department in Medical School. 1) Many 4-year nursing baccalaureate programs are operating under the medical school as nursing department. So the academic development in nursing department is unprogressive and is not approved as unique discipline. 2) The operating system between nursing and medical department are different even though they are in the same school. 3) Inequality between nursing and medical department : In many case, the nursing professor can not attend administraion committees to discuss the medical school's operation because of many differences between nursing and medical organization. 4) Weakness of the leadership and the student activities in nursing student : The nursing student involvement is usually passive because of the difference of curriculum, less number than medical students and the difference between 4-year and 6-year education program. 5) There is the obscurity of the relationship between department of nursing and other departments in whole university. 2. Problems in nursing itself 1) We need to reconstruct nursing discipline. We must change from the disease centered model to health centered model and life cycle centered model so that we can be distinguished from medicine. We also must change from hospital centered nursing to all population centered nursing, 2) The improvement of curriculum ; When the independent framework of nursing discipline become established, we need to improve the curriculum. 3) The education of clinical practice ; Most nursing school programs are divided into professors who are lecturing the theory and clinical teachers who are teaching the nursing technique in the clinic. So, what is needed in nursing discipline is that the professors have a dual position. In America, The professor is required to be a clinical specialist and to have his or her clinic so that the professor become a good role model, teach the clinical practice effectively, and give the student the practice field. 4) To extend fields of nursing : At first, the school nurse must become the school health educator, a real teacher. The nurse must establish and operate a childern's wellbeing center or nursery school, a disabled people's house or senile's wellbeing center, a mental health center, and a health promotion clinic for healthy people. 5) The name 'nursing department' need to be considered. When the focus is to be changed from the disease model to health improvement model, we take into consideration change 'nursing college', 'nursing department' and 'nursing profession' to 'health science college' or 'health wellbeing college'. 6) We must have highly qualified academic students. Each Nursing educational faculties must have the high qualified students through the development of nursing educational program and the increment of scholarship. The Korean Nurses Association and The Korean Clinical Nurses Association need to make an endeavor for the improvement of work condition and payment of clinical nurses of hospitals who consist of 70% of all nursing manpower. 3. Improvement Strategy 1) All nursing educational program must be changed 4-year program gradually. 2) Nursing department need to try to become nursing college. 3) We need to study many researches for improvement of the problem in nursing discipline and nursing education. We need more interdisciplinary researches, and we need to be granted for that research. 4) We need to have many seminars and workshops thoughout the whole country to expand a sense of nursing education. 5) Drawing up a policies plan for the nursing educational improvement : The Korean Nurses Association, The Korean Academic Nursing Association, Korea Nursing College and department President's Committee, and Korea Academic Society of Nursing Education must try for the development of nursing educational improvement and ask for government frame the policy to develop nursing education.

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Position and function of dance education in arts and cultural education (문화예술교육에서 무용교육의 위치와 기능)

  • Hwang, Jeong-ok
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.531-551
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    • 2018
  • The educational trait that the arts and cultural education and dance strive for at a time when the ethical tasks of life is the experience for insight of life. The awareness of time entrusted with the intensity [depth] of artistic and aesthetic experience is to contain its implication with policy and system. In the policy territory, broad perception and strategy are combined and practiced to produce new implication. Therefore, on the basis of characteristics and spectrum persuaded at a time when the arts and cultural education and dance education are broadly expanded, the result of this study after taking a look at the role of dance education within the arts and cultural education is shown as follows. The value striving for by the culture and arts education and dance education is to structure the life form with the artistic experience through the art as the ultimate life description. This is attributable to the fact that the artistic trait structured with self-understanding and self-expression contains the directivity of life that is recorded and depicted in the process of life. The dance education in the culture and arts education has the trait to view the world with the dance structure as the comprehensive study as in other textbook or art genre under the awareness of time and education system category within the school system and it has diverse social issues combined as related to the frame of social growth and advancement outside of school. When taking a look at the practical characteristics (method) of dance based on the arts and cultural education business, it facilitates the practice strategy through dance, in dance, about dance, between dance with the artist for art [dance]. At this time, the approachability of dance is deployed in a program based on diverse artistry for technology, expression, understanding, symbolism and others and it has the participation of enjoyment and preference. In the policy project of the culture and arts education, the dance education works as the function of education project as an alternative model on the education system and it also sometimes works as the function for social improvement and development to promote the community awareness and cultural transformation through the involvement and intervention of social issues.

A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Analysis of User Satisfaction on the City Squares in Seoul - Focused on Grand Public Place - (서울 소재 도시광장에 대한 이용자 만족도 분석 - 중심 대 광장을 대상으로 -)

  • Lee, Jung-A;Lee, Hyung-Sook;Choi, Yun-Eui;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.42-50
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    • 2012
  • City squares are public open spaces which are closely related to the peoples daily lives. Most squares are located in the center of the city, and they are usually used for community gatherings and they are suitable for open markets, music concerts, political rallies, and other events. City squares also play an important role as a grand public place operating in multi functions that require involvement of more people. The purpose of this study is to examine satisfaction on the spatial components, characteristics, and the user satisfaction in City Squares. The slady also analyzed the relationship between the satisfaction about spatial components, characteristics and it also shows that the user satisfaction is followed. This study sites are made in 3 grand public places in the center of Seoul including the Seoul plaza, Cheonggye Plaza, and Gwanghwarnun Square. Data were analyzed using several statistical methods such as descriptive statistics, factor analysis, ANOVA, correlation and regression. Results of the study are as follows: First, factor analysis carried out to extract the various factors of satisfaction on the sites; spatial components, usability, amenity/security, and spatial characteristics. User satisfaction concerning usability factor was higher than the satisfaction of the other factors. This result represented that the slady sites play an important role to the public open spaces in the city. Second, users showed high user satisfaction to study sites, and user satisfaction rate toward the Gwanghwarnun Square is the highest because of its facility planuing. Finally, user satisfactim was strongly correlated on the usability factor of spatial planning. Also, the significant correlations between the user satisfaction and the other factors such as spatial components, security, and spatial characteristics of spatial planning are presented. Results of this study can help guide the planning and management of the city square as a public open space based on the understanding of user perception and satisfaction.