• Title/Summary/Keyword: Leisure Industry

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Digitization Of Education: Current Challenges Of Education

  • Osaula, Vadym;Parfeniuk, Ihor;Lysyniuk, Maryna;Haludzina-Horobets, Viktoriia;Shyber, Oksana;Levchenko, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.368-372
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    • 2021
  • The article identifies the features of the digital culture of modern society in the dynamics of its impact on the education sector, identifies the main directions of digitalization education, an objective analysis is presented, the possibilities of examination as a scientific assessment are determined "Digital reforms" of education, the role of traditional values of educational culture in expertise and improvement digital innovations in the education system, identified the main contradictions in the development of digital culture, to determine the directions of its improvement. The article describes the three main components of information technology as a complex of hardware, software and a system of organizational and methodological support; the description of analog and digital information technologies is presented. The authors list the most common multifunctional office applications and IT tools; the advantages of using IT in the educational process are highlighted.

National genomic evaluation of Korean thoroughbreds through indirect racing phenotype

  • Lee, Jinwoo;Shin, Donghyun;Kim, Heebal
    • Animal Bioscience
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    • v.35 no.5
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    • pp.659-669
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    • 2022
  • Objective: Thoroughbred horses have been bred exclusively for racing in England for a long time. Additionally, because horse racing is a global sport, a healthy leisure activity for ordinary citizens, and a high-value business, systematic racehorse breeding at the population level is a requirement for continuous industrial development. Therefore, we established genomic evaluation system (using prize money as horse racing traits) to produce spirited, agile, and strong racing horse population Methods: We used phenotypic data from 25,061 Thoroughbred horses (all registered individuals in Korea) that competed in races between 1994 and 2019 at the Korea Racing Authority and constructed pedigree structures. We quantified the improvement in racehorse breeding output by year in Korea, and this aided in the establishment of a high-level horse-fill industry. Results: We found that pedigree-based best linear unbiased prediction method improved the racing performance of the Thoroughbred population with high accuracy, making it possible to construct an excellent Thoroughbred racehorse population in Korea. Conclusion: This study could be used to develop an efficient breeding program at the population level for Korean Thoroughbred racehorse populations as well as others.

The Suggestion of a Mountaineering and Trekking Convergence Education Course Using AI

  • Jae-Beom, CHOI;Chan-Woo, YOO
    • Fourth Industrial Review
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    • v.3 no.1
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    • pp.1-12
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    • 2023
  • Purpose - In Korea, where 64% of the land is forested, mountaineering is a leisure activity enjoyed by the majority of the people. As new technologies named the 4th industrial revolution spread more after the Covid-19 pandemic, we propose a human and technology convergence curriculum for mountaineering and trekking education to enjoy safety in the field of mountaineering and trekking using cutting-edge technology. Research design, data, and methodology - After examining the current state of the mountaineering industry and preceding studies on mountaineering and camping, and learning about BAC the 100 famous mountains, mountaineering gamification, and Gamification We designed an AI convergence curriculum using. Result - Understanding the topography and characteristics of mountains in Korea, acquiring mountaineering information through AI convergence, selecting mountaineering equipment suitable for the season, terrain, and weather, setting educational goals to safely climb, and deriving term project results. A total of 15 A curricula for teaching was proposed. Conclusion - Artificial intelligence technology is applied to the field of mountaineering and trekking and used as a tool, and it is expected that the base of mountaineering will be expanded through safe, efficient, fun, and sustainable education. Through this study, it is expected that the AI convergence education curriculum for mountaineering and trekking will be developed and advanced through several studies.

The Mediating Role of Psychological Empowerment between Leadership and Motivation for Retail Store Workers

  • Jae-Hyung LEE
    • Journal of Distribution Science
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    • v.22 no.5
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    • pp.131-138
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    • 2024
  • Purpose: This study aims to fill the existing gap in the existing literature by investigating the mediating effect of psychological empowerment between leadership and motivation for workers at retail stores, and to extend the previous research to determine the preferences of the researchers and practitioners in leadership and employee motivation in retail through a systematic approach. Research design, data and methodology: This study used a systematic approach to the mediation effect of psychological empowerment on the relationship between leadership and employee motivation in retail stores. To ensure completeness, systematization, and transparency, the preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) approach was applied. Results: The research findings (Total Four Mediating Roles) suggest that psychological empowerment may mediate between leadership and employee motivation. These mediation roles (Empowering Leadership Styles, Organizational Culture and Psychological Empowerment, Customer Psychological Empowerment, and High-Performance Work Systems (HPWS) and Psychological Empowerment) will help practitioners comprehend how these empowerment and motivation leadership styles are interconnected in the retail industry. Conclusions: The research results indicate that psychological empowerment is essential for employee motivation in the retail sector. Through this knowledge, retail store managers can implement strategies designed to empower employees and create a motivated workforce, bolstering organizational effectiveness.

Korean Private Security for the Academic Directivity and Security Industry for the Market Directivity (시큐리티의 학문적 지향성과 시큐리티 산업의 시장 지향성 - 한국 시큐리티의 발전현황을 중심으로 -)

  • Gong, Bae-Wan
    • Korean Security Journal
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    • no.17
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    • pp.15-31
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    • 2008
  • This study aims to analysis and measure on the private security for the academic directivity and security industry for the market directivity in Korea. For this study we compare and analysis the curriculum of 15 universities in Korea and the papers which were published on "Korean Security Science Review" that is a report in a professional private security. In conclusion, 269 subjects are used as instructional materials in 15 universities, thus 103 subjects for the private security and 60 for the leisure sports and first-aid treatment, 46 for the social science, 30 for the martial arts and shooting, 16 for the secretary affairs, 14 for the foreign languages. Regarding scientistic papers, 45.7% of papers for the private security of all and 14.6% for the public security, 14.6% for the criminal, and 11.6% for the terror etc. But there are any papers for the facilities guard or security in spite of the facilities guard is pivotal role in this field. The facilities guard or security, or maybe house detective, holds 80.5% of the private security market and it is important role in this industry in Korea. Besides, considering development of private security, the security market makeup the body-guard field hold 12.2%, prevention security system by censor hold 4.1%. So, this statistics show that the facilities guard lead practically the private security industry in this field, but there are any subjects for the education and any research for the paper. Thus some modification on the universities curriculum is required, also needs activity research in the facilities guard field for the development private security.

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Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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A Study on the Space Structure and Feature of Interior in the Passenger's Residential Place of a Cruise Ship in Chronological Order (시기별 크루즈 선박 승객거주구역의 공간구성 및 실내디자인 특성에 관한 연구)

  • 진달래;이규백
    • Archives of design research
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    • v.16 no.4
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    • pp.215-224
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    • 2003
  • The cruiser trip which can have various experiences in a short time is growing as the best tourism package because there is less leisure time in contrast of the increased income in 21C. in other words, as the demand of the tourist goes up, the number of ships built newly is increasing. The order of the ship keeping first and second rank in Korea has arranged a long-term strategy in order to get into the global market with the cruiser with the high value added. They also set the objective related to the cruiser design and skillful construction work. We need to observe the change and trend of the cruiser with a care at this time when the cruiser industry is launched out. In this study, the cruiser industry is divided by four periods: the spring time, the depressed time, the developing time and the peak time, on the basis of the trend of the development and the change of space structure. In addition, it was analyzed in this study that there were the various trends such as the ratio, the structure and the type of the space as well as the interior plan in the passenger's residential place The aim of this study is to present the fundamental material about the interior plan to prepare for building the domestic cruisers in a foreseeable future.

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The Relationship between Motivation on Satisfaction and Continuous Participation Intention in Rowing Academy (충주 조정체험아카데미의 참여동기와 만족 및 지속의도의 관계)

  • Goo, Kang-Bon;Kim, Hwa-Ryong
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.719-730
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    • 2018
  • The purpose of this study was to verify the effects of motive for Rowing Academy participation on satisfaction and continuance intention. The participants were from general population who had experience of using Rowing Academy. A total of 230 questionnaires were distributed from Aug. 1 to Sep. 30, 2017 and, after excluding 29 questionnaires that had missed or inappropriate answers thus low reliability, 201 questionnaires were included in effective sample. The collected data were analyzed using IBM SPSS Statistics 21 and IBM AMOS 21, and frequency analysis, exploratory factor analysis, reliability analysis, confirmative factor analysis, association analysis, path analysis through structural equation modelling analysis were performed. The results, based on them, are as follows: First, the health orientation factor, the family orientation factor, the social relationship orientation factor, the leisure orientation factor from motive for Rowing Academy participation had significant effect on satisfaction. Second,, the satisfaction with Rowing Academy participation had effect on continuation intention.

Garments Waterproofness Test Using Rain Tower System (인공강우시스템을 활용한 의복의 방수성능 평가)

  • Cha, Hee Chul;Park, Jun Ho;Lim, Jee Young;Shim, Huen Sup
    • Fashion & Textile Research Journal
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    • v.17 no.6
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    • pp.1013-1019
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    • 2015
  • As the interest in leisure and health increases, the domestic outdoor wear industry becomes bigger. The waterproofness of fabrics does not ensure the waterproofness of garments because of the stitch holes during the sewing process even with the seam sealing tapes. Thus the water leakage often becomes a problem during the end use. Still companies use fabrics waterproofness data for garments marketing because they are simple to run the test, less expensive than the whole garment testing, and easy to achieve the quality control. In this study the rain tower system for evaluating the waterproofness of garments has been developed and the waterproofness of the selected waterproof and breathable garments in the market were tested. The rain tower was consisted of rain tower room, rainfall forming system and measurement system. Two different levels of rainfall can be simulated with this system(100l/m2/hr and 450l/m2/hr). Jackets in the market have been tested at two different rainfall conditions. The temperature and humidity data inside jackets didn't provide much information on the waterproofness at severe rainfall condition(450l/m2/hr, 1 hour). However, water leakage was detected on the cotton undershirt inside jacket. 5 out of 8 jackets passed the normal rainfall condition(100l/m2/hr, 30 minutes). The newly developed rain tower system was able to evaluate the waterproofness of the jacket seams. It is recommended the further study on the detailed test conditions for the end use of the waterproof and breathable garments.