• Title/Summary/Keyword: Entertaining

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Study of Hospitality Security (Hospitality Security의 학문적 고찰)

  • Kim, Hyeong-Seok;Chun, Yong-Tae
    • Korean Security Journal
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    • no.54
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    • pp.37-56
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    • 2018
  • Safety is considered as a very important factor when tourists select tourist spots, which means that the desire for safety in the tourism industry is very high. Therefore, a specialized field for the safety of the tourism industry is necessary. Already, there are staff members who are responsible for safety in various tourism sectors, but they have been led through knowledge based on work experience without professional education. In order to train specialists who are responsible for the safety of the tourism industry, research in related fields is indispensable, and universities in charge of research and education systematically construct surveys of related fields, and through experts I have to train. In the field meaning tourism security, there is Hospitality Security. Hospitality means 'to hospitality', 'to be entertaining', Hospitality Industry is used to cover the tourism industry in its exhaustive sense. Security is a term that refers to safety and security. Therefore, Hospitality Security which the two meanings together, that is, korean word hospitality security, tourism security can be said. Already in the US experts in the field of Hospitality Security explained the importance through related books. Currently in Korea, well-known tourism related universities operate subjects in the Hospitality field, and the security field also manages subjects at several universities. So, We collected the subjects managed at each university, analyzed them, and selected subjects of Hospitality Security. If the results of research through continuous research accumulate, the value as academic will be further increased, and it will be possible to have a role responsible for the safety of the tourism industry by producing experts accordingly.

A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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The Effect on Images of an Engineering Program Participate toward 'Engineering' and 'Technology' through Semantic Differential Method (공학캠프를 통한 공학과 기술에 대한 이미지 변화 연구)

  • Lim, Nha Young;Lee, Chang Hoon
    • Journal of Engineering Education Research
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    • v.20 no.6
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    • pp.68-75
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    • 2017
  • This study has a purpose to analyse changes in perception and image about engineering and technology of students who participated in the engineering camp. To achieve this objective, the questions were as follows. 1) What about participants' image difference for engineering before and after participating the engineering camp 2) What about participants' image difference for technology before and after participating the engineering camp. For this study, the program was progressed from Aug in 2017 and the data was collected from 88 students, middle school seniors and high school freshmen. The results of this study were as follows: First, secondary students perceived 'valuable(6.74)', 'meaningful(6.73)', 'rich(6.40)', 'collaborative(6.42)', 'nice(6.22)' as high image rank of the positive response for engineering. On the other hand, 'complex(3.59)', 'labored(3.80)', 'hard(4.66)', 'dangerous(4.48)', 'cold(4.86)' were perceived as low image rank of the negative response for engineering. We can realize that they generally has the image that engineering is valuable, meaningful and nice but also labored, complex and hard. The students who participated in the engineering camp showed the greatest difference in 'complex - simple' and 'dangerous - safe' engineering categories before and after the camp, followed by 'cold - hot', 'labored - easy', and 'hard - soft', respectively. Second, secondary students perceived 'meaningful(6.58)', 'valuable(6.55)', 'wide(6.38)', 'nice(6.37)', 'strong(6.25)' as high image rank of the positive response for technology. On the other hand, 'complex(3.85)', 'labored(3.93)', 'hard(4.62)', 'dangerous(4.72)', 'cold(5.05)' were perceived as low image rank of the negative response for technology. The students who participated in the engineering camp had the big change in 'hard - soft' technology category before and after the camp, followed by 'complex - simple', 'labored - easy', 'theoretical - practical' and 'dangerous - safe', respectively. We can see that the negative images for technology which were complex, labored, dangerous, theoretical was improved with positive image such as simple, easy, safe and practical, after conducting the engineering camp. In conclusion, both image recognitions for engineering and technology have improved after the camp. It means that interesting and entertaining engineering-technology program can boost interests in engineering and technology which felt difficult, so that images about them can be turned out positive. Also, it is possible to reduce avoidance of natural science and engineering subjects, as part of the purpose of training creative talents in science and engineering, so it can be said that the engineering camp is highly meaningful because it can lead students into the field of science and engineering.

An Ethnography Study on the Consumer Role of Middle School Students - From the View Point of the Role of Gainer, Allocator, Buyer, User and Disposer - (중학생의 소비자역할에 대한 질적 연구 - 획득자, 배분자, 구매자, 사용자, 처분자의 역할 측면에서 -)

  • Kweon, Gyeong-Ja;Jang, Sang-Ock
    • Journal of Korean Home Economics Education Association
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    • v.19 no.3
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    • pp.19-36
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    • 2007
  • The purpose of this study is to identify the consumer roles-gainer, allocator, buyer, user and disposer- of middle school students. The methodology that has been applied to this study was an ethnography study based on in-depth interviews with ten middle schoolers selected in Changwon, Gyeongnam. The result of this study is as follows; First, as gainers, teenagers usually gained their money from their parents. Because this tends to be not periodical, allowance education should be performed to both parents and teenagers. Second, as allocators, teenagers allocated most of their money in entertaining, shopping, traveling, leaving small amount of money for saving. Thorough education supported by school and home should be held for efficient and balanced allocation of acquired allowance. Third, teenagers as buyer should be encouraged to examine carefully in their buying goods and services thus increasing their ability in solving problems related to consume. Fourth, due to the fact that teenagers' role as user is very feeble, educations related to usually consumed products and consuming environments should be strengthened. Fifth, N generation's internet-based character is reflected in disposer rules so education for better disposal in internet world should be needed. Conclusively, education for teenagers' role as consumer will be efficient is linked with school, home, and society thus providing better standard for consumers.

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Study upon Microscopic Narrative Structure of Illusion Interactive Media Art (환영적 인터랙티브 미디어 아트의 미시 서사구조에 대한 연구)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.28
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    • pp.181-208
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    • 2012
  • Illusion played by mutual communication in Interactive Media Art is studied in this thesis from the narrative point of view, not from the entertaining point of view. Microscopic narrations founded in screen changes are analyzed by traditional narrative factors such as plot, point of view, narration, time creating the identity of Interactive Media Art. Traditional narrative factors in consequence have been converted to different forms after being combined with the features of Interactive Media Art. Plot has been converted to fragmentary plot and creators' point of view in many work pieces has been recreated to the outside participants' point of view. Also, creators' narrations described from various points of view has transferred to participants' narrations based on physically spacious search. Times of the present sharing with the past are observed in Interactive Media Art, too. It is concluded that audience's active participation through mutual communication makes an influence on the change of essentially traditional narrative factors. Moreover, the factors mentioned in this thesis are regarded as the unique identity of out of various kinds of modern media art.

Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

An Effect on Experience Satisfaction of Temple Foods, Recommendation, and Revisit Intentions toward Temple Stay (사찰음식관여도가 템플스테이의 체험만족도와 추천, 그리고 재방문의도에 미치는 영향)

  • Shin, Kyung-Yi;Rha, Young-Ah;Hwang, Young-Jeong
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.210-224
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    • 2015
  • The purpose of this study is to identify the effects of involvement in temple food on overall satisfaction, recommendation, and revisit intention. From June 15 to August 30, 2014, for those who have participated in temple stay at four temples in South Korea, the self-administered survey was conducted. Of a total of 400 questionnaires, 289 were employed for the analyses, which accounted for 72% of response rate. Results shows that the involvement in temple food positively influenced experience driven by motivation in temple stay. Considering a particular research topic of temple stay, it implies that the involvement in temple food plays a key role in affecting emotional and social value relating to experience in temple stay. Entertaining, educational, aesthetic, deviated factors created by this experience will contribute to making special memories and feeling great enjoyment. In addition, emotional and social value by temple food have a positive effect on recommendation and revisit intention through experience satisfaction. Furthermore, experiential factor was significant to overall satisfaction, revisit and recommendation intention. Social and emotional value according to involvement in temple food, in terms of conclusions in this study, influenced a reduction of stress and improvement of enjoyment. These values relating to involvement in temple food, therefore, are assumed to be the causal relationship with experiential factor and satisfaction in temple stay and subsequently will be regarded as determinants in defining temple food as a heathy dish.

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.

A Study on its Formation of the Ulsan Dutbeki Dance: Focusing on Local Features in the Ulsan District. (향토성에 의한 울산덧배기춤의 형상화에 관한 연구)

  • Choi, Heung-Kee
    • (The) Research of the performance art and culture
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    • no.41
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    • pp.187-218
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    • 2020
  • Ulsan Dutbeki is a local dance handed down by the Ulsan people through custom. This study was discussed on the locality of Ulsan Dutbeki. The method of this study is as follows. First of all, the perception of Dutbeki from the perspective of Ulsan's local characteristic. First, Ulsan Dutbeki is based on the local characteristic of the southeastern coastal area of the Korean peninsula. Second, Dutbeki features local characteristics of Ulsan as a military cultural area. Third, in Dutbeki, there is a local culture of Ulsan which was originated from the village Dongjeol and outdoor performances. Next, the researcher perceived Ulsan Dutbeki which had been handed down through custom and approached its shape. The origins of the shape are, firstly, the speech tone and gestures of Ulsan people. Secondly, folk plays related to worshiping martial arts and military training. Thirdly, the characteristics of the Dutbeki dance in coastal areas of Gyeongsangdo. Fourth, local custom displayed at the village festival of Ulsan. Ulsan is a region of Gyeongsang culture area and has similarity with other localities. However, this study limited its comparisons with regard to Dutbeki that were originated from the local characteristics of other regions. The results of this study recognized Ulsan Dutbeki as a local dance in Ulsan area. In other words, this study perceived Dutbeki, which had been an entertaining component of traditional lifestyle, as an intangible cultural heritage and studied the form in every conceivable way from an artistic point of view.

The Performing Arts of Beijing in Pre Qing Dynasty Era through the Perspective of Palace Drama, Jie Jie Hao Yin 『節節好音』 (청 궁정희 『절절호음(節節好音)』을 통해 본 청(淸) 전기 북경(北京)의 공연 예술)

  • Im, Mi-Ju
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.297-347
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    • 2019
  • Jie Jie Hao Yin 『절절호음(節節好音)』 is a script collection produced during the Qianlong's ruling Period which had one of the most flourished period of Qing Dynasty's Palace Drama. This script collection is consisted of 86 scripts of 6 Festival Court Plays: New year's day (元旦), Lantern festival(上元), Yanjiu festival(燕九), Snow appreciation(賞雪), Day of Kitchen god worshipping(祀竈), New year's eve(除夕). These scripts are effective records to study the New Year's Eve Drama of Qianlong Period. Jie Jie Hao Yin carry out the performances not only through Kunqiang (崑腔), and Yiyang Tune (弋腔), but also through various types of entertaining performances such as dance, masque play, puppet show, and story telling. Most of the songs were sung by various gods praising the era of peace as the holiday approaches. In the contents of revealing the luck to be brought by the holidays, it sought for the colorful transformations of stages through adding humoristique short stories or various feast genres in between the performance. It also tries to seek for diversities of stages through active application of acrobatics. It also portrays folk customs from BaiYunGuan's temple fair, Yanjiu Festival in YanBin, the Lantern Fair of Lantern Festival, and various activities of wet markets from New Year's Eve from diverse points of views. Especially through various shows and Chinese folk-art forms, the popular folk activities and entertainments near Beijing in the beginning era of Qing Dynasty can be observed. Jie Jie Hao Yin is a very important resource to look at the popular art activities of Beijing during Qianlong Period, and how the Palace culture accepted the folk cultures and applied to its own advancements.