• Title/Summary/Keyword: 등산로

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User′s Effects on Avifauna in Sokri Mountain National Park (속리산 국립공원의 이용객이 야생조류 서식에 미치는 영향)

  • 이우신;이준우;김준선
    • Korean Journal of Environment and Ecology
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    • v.4 no.1
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    • pp.51-62
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    • 1990
  • This study was to investigate the user's effects on the avifauna in Sokri Mountain National Park. The survey was carried over 4 districts which were divided with main trail(valley, ridge), subtrail(ridge), un-used trail (valley) by line transect method from December 1989 to October 1990. The observed birds were 36 species and 570 individuals, these consist of 23 species for residents. 7 species for summer visitor. 2 species for winter visitor, 4 species for passage migrant. The average density of birds was 2.35 ea/ha., and main dominant species were Parus major minor, Porus palustris hellmayri, Parus varius varius and Sitta europaea amurensis in order. The observed frequency of wild birds was 3.4 times/km in average. No. of species, species diversity and observed frequency of summer and autumn were lower than winter and spring in 4 survey routes. Therefore, from now, in Sokri Mountain National Park manegement, the enjoyment oriented activities will be regulated and control of trail use on main trail are necessary during breeding periods of wild birds protection, especially in summer.

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A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

Dissatisfaction with and design preferences for mountain gear as determined by specialization activity-pursued for recreational mountaineering (여가적 등산에서의 전문화 활동 추구에 따른 등산복 불만족과 선호 디자인)

  • Han, Heejung;Kim, Mi Sook
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.526-542
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    • 2014
  • The purpose of this study was to investigate the differences in the dissatisfaction with and design preferences for mountain gear among the segments divided by specialization activity-pursued for recreational mountaineering. Data were collected by questionnaire survey from 900 subjects with the experiences of mountaineering and purchasing mountain gear in the past year, and 891 were used for the data analysis. The results of the study were as follows: Three factors were formulated based on mountaineering specialization activity-pursued: expertise-pursued mountaineering, mountaineering with psychological attachment and activity-oriented mountaineering. Four segments were identified based on the specialization activity-pursued: the emotionally-committed, the continuously-participated, the expertise-pursued, and the passively-participated. Significant differences were found in dissatisfaction with and design preference for mountain gear among the segments. The expertise-pursued tended to be more dissatisfied with color and fabric than the others, and preferred various mountain gear design of shape, color combination and construction line. On the other hand, the passively-participated tended to prefer simple and comfortable style with solid color and simple color combination.

Utilizing GSIS and High Resolution Satellite Imagery for Landform Analysis and Sight-Seeing Guidance (금오산 도립공원의 지형분석과 관광안내를 위한 GSIS와 고해상도 위성영상의 활용)

  • Lee, Jin-Duk;Choi, Young-Geun;Lee, Ho-Chan
    • 한국지형공간정보학회:학술대회논문집
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    • 2002.03a
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    • pp.156-161
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    • 2002
  • 자연공원의 체계적인 관리를 위해서는 효율적인 자료수집과 처리, 그리고 합리적인 분석과정이 필요하며, 이러한 관점에서 지형공간정보체계와 위성원격탐사를 이용하는 공원관리 및 관광안내시스템의 개발이 요구되는 시점이다. 본 연구에서는 금오산 도립공원구역을 사례연구지역으로 GSIS(Geo-Spatial Information System)기법을 도입하여 수치지형도, 주제도, 위성영상 등으로부터 도형자료 및 비도형자료를 수집 처리하였다. DEM 생성을 통하여 얻어진 경사도, 사면방향, 지형단면, 지질 분석 등 주제별 지형분석을 행하였다. Landsat TM 위성자료로부터 토지피복분류와 NDVI 식생활력도를 추출하였고, 이 자료들로부터 GSIS 데이터베이스를 구축하였다. 또한 대상지역을 포함하는 Im 해상도의 IKONOS 위성자료를 처리하여 영상지도를 작성하고 DEM과 중합하여 3D 시각화를 구현하였다. 위성영상지도 및 3차원 경관도상에 주요 등산로 벡터자료를 중첩하여 표현하고, 5개 루트의 주요 등산로를 따라 3D 경관 및 문화재, 관리시설 등을 포함하는 동영상 파일을 제작하였다. 본 연구의 결과는 개발과 보존의 중도를 취하는 자연공원의 적정 토지이용을 위한 사전평가 자료 및 Web 기반 관광안내시스템을 구축하기 위한 기본데이터로 활용될 수 있을 것이다.

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EIAK소식

  • Korea Electronics Association
    • Journal of Korean Electronics
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    • v.10 no.5
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    • pp.111-116
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    • 1990
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