• Title/Summary/Keyword: 공간행동

Search Result 640, Processing Time 0.024 seconds

Analysis of Library Space Use Patterns to Determine its Optimum Utilization (도서관 공간 활용의 효율성 제고를 위한 이용패턴분석에 관한 연구)

  • Park, Sung-Jae
    • Journal of the Korean Society for information Management
    • /
    • v.33 no.1
    • /
    • pp.225-245
    • /
    • 2016
  • The purpose of this study is to enhance the efficiency of library space usage through analyzing users' behavior in an academic library. Diary methodology was applied for collecting users' activities in the library. 108 students participated in this study, but 84 students submitted their diaries. Among them, 14 participants were interviewed to identify barriers and their needs in using the library. The findings suggest rearranging IT devices to increase use rate of those devices, making plans for reusing the space where it is rarely used, and improving the accessibility of information through browsing in the bookstack area. Additionally, time analysis of users' activities was used to analyze students' behavior in the library.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.10
    • /
    • pp.115-125
    • /
    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Synchronous Robot Simulator both on Virtual and Real Space for Quadruped Pet Robots (가상공간과 실공간의 동기화를 고려한 4족 애완 로봇 시뮬레이터 개발)

  • Kim, Hong-Seok;Yi, Soo-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.24 no.6
    • /
    • pp.75-82
    • /
    • 2010
  • In this paper, we developed a new MSRDS(Microsoft Robotics Developer Studio) simulator for a quadruped pet robot with synchronization of virtual and real robots. By using this simulator, it is possible to reduce time and cost for gait and motion design and it will help for commercialization of service pet robots. In the research point of view, the simulator can be used to examine the model differences between the virtual and the real robots. Since this simulator implements the coordinated control of the virtual and real robots, it can be used as an internet game using two remote pet robots.

Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.4
    • /
    • pp.309-316
    • /
    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.

The Influence of an Attractive Dining Space on Customers' Service Quality Evaluation and Purchasing Intention (식공간의 매력성이 레스토랑 서비스 품질 평가와 이용 의도에 미치는 영향)

  • Kang, Eun-Sook;Chun, Byung-Gil
    • Culinary science and hospitality research
    • /
    • v.16 no.5
    • /
    • pp.208-220
    • /
    • 2010
  • This study investigates the influence of the attractive dining space on customers' restaurant evaluation, using an experiment research method. It also examines whether the perceived risks in purchasing and the affect intensity moderate the effect of the attractive dining space on the restaurant evaluation. Service quality and purchasing intention are set up as a dependant variable in oilier to figure out the effect of the dining space. The summary of the research result is as follows. First, an attractive dining space induces more positive evaluation of service quality and increases purchasing intention. Second, an attractive dining space has more significant influence on the service quality and the purchasing intention of customers in the purchasing situation of high level of perceived risk than in the purchasing situation of low level of perceived risk. Third, it is shown that personal variable such as affect intensity moderates the effect of an attractive dining space on the service quality perception and the purchasing intention.

  • PDF

A Study of the Detailed Typology of School Outdoor Spaces - For a Recent Landscaping School in Seoul - (학교옥외공간의 세부 유형 분류 연구 - 서울시 최근 조경사업 학교를 대상으로 -)

  • Ahn, Myung June
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.52 no.4
    • /
    • pp.56-68
    • /
    • 2024
  • This study aimed to derive the concept and types of school outdoor spaces in Seoul. The research results showed that the concept of school outdoor space can be viewed as an outdoor activity space in schools that secures the value of integrated public life and communal life, including "behavioral rights, walking rights, living rights, urban rights, landscape rights (viewing rights), and nature experience rights." It can also be defined as a basic educational space that reflects the value of education, which is the basic function of schools and the characteristics of the community. As a result of the analysis based on the general types of outdoor spaces, it was found that the outdoor spaces of Seoul schools can be divided into three major categories: walking space (movement function), educational space (educational activities), and rest and other spaces (other services). Based on this, outdoor spaces were categorized and subcategorized to serve as the basis for policy implementation. These classifications are characterized by 1) simplifying the classification of spaces by function into three (movement functions, educational activities, and other services) to enable the use of outdoor spaces for integrated purposes; 2) reflecting the complex use of spaces by subdividing educational spaces focusing on major activities, and in particular, discovering complex spaces due to the three-dimensionalization of buildings; and 3) enabling spatial-level planning and facility element-level access according to school characteristics. It is characterized by applying the recent trends and systems of general outdoor space projects to the current situation of schools.

Compliance to Feedback on Uncivil Comments in a Virtual Online News Portal: The Role of Avatar Presence (가상 온라인 기사 포털에서 아바타의 존재와 반시민적 댓글 피드백에 대한 행동 순응)

  • YounJung Park;HeeJo Keum;SeYoung Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.1
    • /
    • pp.419-425
    • /
    • 2024
  • As digital communication gains prominence, there is an increasing trend in uncivil behaviors like rude or hateful comments and the empathetic actions towards them, highlighting the need for social efforts to address these issues. As part of these endeavors, we investigated how avatar feedback in a virtual news portal affects users' empathy towards uncivil comments. We defined both posting and empathizing with uncivil comments as antisocial actions. To this end, we posted socially controversial news in a virtual space and provided feedback in two forms when participants selected uncivil comments: text-only feedback and feedback accompanied by an avatar. We then assessed the impact of this feedback on behavioral conformity, guilt, and self-image concern through surveys. Our results showed that avatar-provided feedback significantly influenced participants' social responses more than text-based feedback. Interaction with avatars notably increased participants' behavioral conformity, guilt, and self-image concern. We concluded that avatar-based interactions can positively influence users' social behaviors and attitudes, suggesting their potential in fostering a more civil and responsible digital communication culture.

A Study on the Operations of School Safety Experience Education Space (초등학교 안전체험교육 공간 운영 방안에 관한 연구)

  • Lee, Geun-Im;Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
    • /
    • v.16 no.3
    • /
    • pp.61-68
    • /
    • 2017
  • The purpose of this study is to suggest the necessary measures for the school safety experience education space to provide the elementary school students with the ability to provide safety education through experiences routinely and repeatedly. For this purpose, we investigated the conditions of safety experience in Jeollabuk-do and the case of other cities as a factor for operating the school safety experience educational space. In order to clarify the appropriateness of this, a questionnaire was conducted for the teachers in the local area. As a result of the analysis, it was found that the use of two classrooms in the place and the scale in the operation of the school safety experiential education space should be sought in various places such as hall, multipurpose room, and gymnasium according to the school condition. Experiential areas should be operated by elementary school students customized, but specialized facilities or large scale should be used for professional safety experience facilities. For efficient operation, the base school wanted to be located in a place where accessibility of other school students was easy, and that a school with sufficient space would be selected.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.770-779
    • /
    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

  • PDF

The Effects of Confined Rates Side Wall of Pen for Evacuation Behaviors of Pigs (돈방 측벽마감율이 돼지의 배분 특성에 미치는 영향)

  • 송준익;최홍림
    • Journal of Animal Environmental Science
    • /
    • v.7 no.3
    • /
    • pp.147-154
    • /
    • 2001
  • An experiment was conducted to examine environmental influences upon the behavioral pattern of pigs. The resting areas of an enclosed growing-finishing pig house were checked in two seasonal ventilation systems, and the excretion habit of pigs influenced by the different closing rates (50, 75 and 100%) of side walls of pens was surveyed. 1. The excretion habit of pigs was not influenced by temperature, humidity and the flow speed of running air as they excreted in a fixed area of the side walls. However, the lighting effects on the excretion habit was observed because pigs excreted in the darkest area of the pig pen. 2. The accumulated height and width of feces showed 10 and 30 cm; 5 and 25cm; and 3 and 20cm for 50, 75 and 100% of closing rates of side walls, respectively. It indicates that pigs excrete all over the floor in the pen with 100% closed side walls. 3. Ammonia concentrations of the resting areas on the pen floor were determined to 4.2, 5.1 and $5.8mg/{\ell}$ for 50, 75 and 100% of closing rates of side walls, respectively. It indicates that the ammonia concentration was highest in the pen with 100% closed side walls. Thus, the high ammonia concentration of the resting areas could be reduced by illuminating the darker areas with relation to the excretion habit. 4. The flow speed of running air was likely the biggest factor influencing the resting areas of pigs; pigs took a rest at the place of 0.04 m/s air flow speed point during midwinter, and at the place of 0.24 m/s air flow speed point during midsummer.

  • PDF