• 제목/요약/키워드: Play-fighting

검색결과 31건 처리시간 0.018초

Gender Differences in Maternal Intervention in Jeju Ponies (Equus caballus)

  • Rho, Jeong-R.;Srygley, Robert B.;Choe, Jae-C.
    • The Korean Journal of Ecology
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    • 제28권5호
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    • pp.255-260
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    • 2005
  • We investigated interventions by mother Jeju ponies on Jeju Island, Korea, to determine whether mothers assisted their offspring to attain higher status within the dominance hierarchy. Because dominance rank is important within each gender, we predicted that mothers would be more likely to intervene when their foals were play-fighting with foals of the same gender. A total of 173 play-fighting events were recorded from March to October 1998 and from April to October 1999. Of these, foals were more likely to play-fight with a foal of the same gender as with a foal of the opposite gender (120 versus 53 occurrences, respectively). A mother of one of the foals that were play-fighting intervened in 17 of these interactions. Contrary to the prediction, a mare was more likely to intervene when opposite genders interacted than when the same gender interacted. Analyzing interactions between the opposite genders further, mothers were equally likely to intervene when a daughter was play-fighting with a male foal as when a son was play-fighting with a female foal. Hence, mothers were not more protective of daughters than sons. Mothers that were in the younger age class ($2\sim11$ years old) were as likely to intervene as those in the elder age class ($17\sim25$ years old). However, all foals that were harassed were offspring of mothers in the younger, more subordinate age class. intervention directly maintains the dominance rank of the intervening mother, and may indirectly assist the intervening mother's foal to achieve a higher dominance rank. By discouraging their foals from play-fighting with the opposite genders, dominant mothers may be encouraging their foals to play-fight with the same gender and participate in establishing its own dominance rank.

유아의 상상놀이 (Imaginative Play)와 놀이감에 관한 연구 (A Study on Preschool Child's Imaginative Play and Play Materials)

  • 이숙재
    • 대한가정학회지
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    • 제20권4호
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    • pp.185-192
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    • 1982
  • The purpose of this study was to examine preschool children's participation tendency and use of play materials in imaginative play. The subjects for the study included 22 boys and girls in nursery school. These children were observed for 110-3-minutes of play behavior during free play at nursery school, especially in block area and housekeeping area. The results obtained from the study were as follows. 1. There was a significant association between paricipation tendency in imaginative play and age or sex, Boys engaged in more social imaginative play than girls, and four-year-olds engaged in more social imaginative play than three-year-olds. 2. There was sex difference in the content of imaginative play and use of play materials. That is, boys usually chose masculine kinds of toys such as block, cars, trucks, and manipulative materials. And the boys' common fantasies were about car, robert and fighting. Girls usually chose play dough, kitchen sets, and blocks and there were maines stories of family life and cooking. 3. Children preferred to use more realistic toys in imaginative plays and there were few cases of imaginative plays with no materials.

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싸움소의 증례를 통한 동물복지형 헤드기어의 개발 (Development of animal welfare type headgear in the case of fighting bulls)

  • 김택석;김충희
    • 한국동물위생학회지
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    • 제38권4호
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    • pp.253-257
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    • 2015
  • Bull-boxing in South Korea is a form of competitions in which bulls measure their strength with each other in the form of pushing by putting their heads together. Bull-boxing has been admitted after being designated as a play culture by the government because it does not cause great injuries to animals' bodies and has strong positive aspects such as contributing to livestock farmers' leisure activities, encouragement of animal husbandry, and communities' economic development. However, bull-boxing sometimes causes damage to the head and horns due to the heavy bodies. According to the results of examinations of these damage cases, damage that caused irregular shapes of the base of horns was identified in 31.5% of fighting bulls. The damage to horns is thought to have been caused by the great forces of fighting bulls repeatedly imposed to each other's horns during bull-boxing that caused minute fractures leading to damage to the blood vessels inside the horns resulting in the blocking of delivery of nutrients to the horns causing the deformation of the horns into abnormal shapes. Since bulls' bodies are injured during bull-boxing although the injuries are small as bull-boxing is mainly conducted by pushing, animal protection groups regard bull-boxing as cruelty to animals and request to stop bull-boxing. The present study aims to develop animal welfare type headgears that can protect bulls' horns and heads in order to protect fighting bulls during bull-boxing in terms of animal protection and welfare.

소방에서의 도상훈련 기초자료 영상화작업 매뉴얼 개발 (Development of Video Work Manual for Rock-Drill Data In Fire Service)

  • 조재관;박희진;황인;권혜란
    • 한국응급구조학회지
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    • 제6권1호
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    • pp.103-128
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    • 2002
  • As a result of trying the various manufacturing methods considering the reality of manpower and equipments with this manual, the following standardized procedures and contents can be suggested. (1) Since tools presenting Rock-Drill data must formalize the order of explanation although explainers are different, it will be valid that it is configured by existing power point method rather than by web document type. Composition of contents are selected on the basis of defence card and survey and then 8 items including initial screen, peripheral conditions, mobilization route, general conditions, use and structure by floor, department of vehicle consideration in activities and end screen are included. (2) Making methods and cautions of data included and used in power point are as follows ; - It was most effective that objects of fire fighting and location of neighboring fire fighting water were expressed by electronic map and drawing of inner building was made by scanning it after paining general architecture drawing(plan by each floor) rather than using drawing tools of EXCEL program or CAD drawing. And it was helpful to simplify contents of architecture drawing to wall, stairs and gate in understanding them. - Photographing of video data should be taken to show available fire fighting facilities in fire, use of planned space and the whole inner structure of each floor from the inside of fire fighting buildings and to display play time between 10 sec. and 1 min, for obstacles to distance from adjacent buildings or passage of special vehicles and fire fighting water from the outside of the building. - File format of video data taken in this way is most suitable to use wmv(window media video) or asf(advanced streaming format) type in consideration of time required for export, screen quality, file capacity and play type in Rock-Drill through network. - Still screen(photo) is more effective to express the department of fire fighting vehicles or other equipments than using video. (3) In configuration work of power point, hyper link was used most and configured to see any part at any situation like web document and then uniformity of presentation order of power point was complemented. (4) In case of sales facilities with the area of $35.557m^2$, the time of 22 hours and 30 minutes for five days was taken with five persons. Therefore, when eight-hour works a day were calculated, the whole process of video work for Rock-Drill can be finished with three day works.

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바깥놀이에서 나타나는 유아의 거친 신체 놀이 양상 및 관련 변인 분석 (Aspects of Children's Rough-and-Tumble Play during the Outdoor Play and Effects of Gender and Social Competence)

  • 김영아;신혜영
    • 한국생활과학회지
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    • 제16권5호
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    • pp.945-955
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    • 2007
  • The purpose of this study was to explore the characteristics of the children's rough-and-tumble play, and investigate the differences in rough-and-tumble play according to children's gender and social competence. The subjects were 80 five to six year-old children. The children's behaviors during the outdoor play were observed by a modified version based on the Rough-and-Tumble Play Categories(Humphreys & Smith, 1987). Children's social competence was measured by using the Scale for the Social Competence of Kindergarten(Doh, 1994). The data were analyzed by descriptive statistics, t-test, and ANCOVA. The results were as follows: Firstly, about 25.6% of outdoor play types was rough-and-tumble play behaviors. Specifically, children's rough-and-tumble play was more 'chasing' behaviors than 'mock-fighting' behaviors. Secondly, boys involved in rough-and-tumble play more often than girls did. In general, boys participated more frequently in various rough-and-tumble play categories, whereas girls involved only in chasing behavior more often. Finally, controlled by sex, children with higher social competence participated more frequently in rough-and-tumble play, which showed statistical significance. In conclusion, children's rough-and-tumble play behaviors were related to the gender and the social competence.

게임콘텐츠에서 묘사된 한국 캐릭터·스테이지의 문화적 영향 (The Cultural Effect of Korean Characters and Stages described in Game Contents)

  • 이창섭;이현정;김향미
    • 한국게임학회 논문지
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    • 제17권3호
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    • pp.83-92
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    • 2017
  • 게임유저는 게임콘텐츠에서 묘사된 정보를 바탕으로 특정 국가에 대한 문화적 이미지를 형성한다. 대전액션게임은 다양한 게임콘텐츠 장르 중 하나이며, 대게 국가별 게임캐릭터와 게임스테이지를 제공한다. 본 연구에서는 대전액션게임인 킹오브파이터즈(King of Fighters, KOF) 시리즈에서 묘사된 한국인 게임캐릭터와 한국의 게임스테이지를 살펴봄으로서, 게임유저가 형성할 수 있는 한국의 문화적 이미지에 대하여 분석하였다. 초기의 KOF94부터 KOF2003까지 총 10개의 KOF시리즈를 연구한 결과, KOF시리즈 초기작에서는 한국의 문화적 이미지가 매우 부정적으로 묘사되었음이 관찰되었다. 그러나 이러한 한국문화에 대한 부정적인 측면은 새로운 시리즈가 발매될수록 감소되었으며, 특히 국내 기업의 자금을 지원받아 제작된 KOF2001과 KOF2002에서는 한국의 긍정적인 문화적 이미지가 강화되었음을 확인하였다.

무인기 체계와 지상전투차량 간 전술정보 연동 검토 (An Analysis of the Tactical Information Exchange between Unmanned Air Vehicles and Ground Fighting Vehicles)

  • 최일호;임경미;백인철
    • 한국군사과학기술학회지
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    • 제20권6호
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    • pp.794-802
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    • 2017
  • Unmanned Aerial Vehicles (UAVs) have been considered as valuable aerial reconnaissance systems and our army wants capability-enhanced UAVs installed in our territory, hoping that the UAVs will provide enemy information in detail. The enemy information acqcuired by UAVs would be shared by our army's legacy systems. In this article, we made a research on the interoperability between UAVs and Ground Fighting Vehicles (GFVs), laying emphasis on what kinds of tactical information could be exchanged by two different weapon systems. Also, it needs to be addressed that their upper-level commanding systems play a significant role in such operation.

화물선 소화설비 비치에 대한 연구 (A study on the location of fire fighting appliances in cargo ships)

  • 하원재
    • Journal of Advanced Marine Engineering and Technology
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    • 제40권9호
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    • pp.852-858
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    • 2016
  • 화물선 거주구역을 화재로부터 보호하기 위하여 SOLAS에서는 방화구조기준을 도입하여 화염과 연기의 전파속도를 늦출 수 있도록 규정하고 있으며 또한 선원들의 소화훈련을 강제화하고 있다. 이 규정은 선체구조 및 설비에 관한 규정과 인적요소에 관한 규정의 조합으로 화재예방과 화재발생시 효과적인 대응을 하고자 하는 것이다. 인적요소에 관한 규정은 선체구조 및 설비에 관한 규정의 보조적인 규정으로 볼 수 있으며, 현행의 선체구조 및 설비로는 거주구역 화재를 완벽하게 소화할 수 없기 때문에 선원에 의한 소화작업이 필요하며 이에 따른 인적과실을 줄이고 효과적으로 소화작업을 할 수 있도록 소화시스템의 구비와 소화절차의 개선이 필요하다. 소화작업의 기본은 화재가 확산되기 전에 소화준비를 마치고 실제 소화작업을 시작하여야 하는 것이다. 소화작업을 신속히 준비하기 위해서는 소화설비를 가능한 신속하게 이용할 수 있는 장소로 재배치하는 것이 중요하다. 이 연구는 거주구역 내의 화재제어장소를 개방갑판에서 접근할 수 있도록 위치를 변경하고, 이곳에 소방원장구 2조를 같이 비치함으로써 화재시 선원들이 신속하게 소방원장구를 반출할 수 있고 동시에 화재제어장소 내의 화재시스템들을 작동하도록 하여 거주구역에 재진입하는 위험을 제거하여 인적위험을 감소시키고자 하는 것이다. 또한 거주구역의 보호를 위하여 채택하고 있는 보호방식 중 유일하게 직접적인 소화를 할 수 있는 IIC방식을 강제화하여 선원들의 소화작업 중 발생할 수 있는 위험을 줄이고 화재 초기에 화재를 진압할 수 있도록 SOLAS 및 관련 국내법령의 개정을 제언하기 위한 기초연구로 수행되었다.

한국 재난관리체계의 문제점과 개선방향 (A Study on the Administration System for Disaster Relief in Korea)

  • 강병우
    • 한국응급구조학회지
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    • 제5권1호
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    • pp.133-145
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    • 2001
  • The scale of disasters is very large, also the influence of disasters is irreversible. Korean people has continuously learned how to deal with disaster management law. However, as time goes by after the many disaster, the concern with the disaster management by the people seems to become old and banal topic which nobody has interest in. If so, can it be said that our society is safe from the disaster? This study start from critical mind of asking this question. This study puts an emphasis on the problems such as following; To realize whole concept of disaster management provided in the basic civil defense law, the combined disaster management should be required to be established, the combined law should play a integral part for prevention for the disaster and should be a concrete basis of various laws for disaster management. Establishing a consolidated organization for disaster managing and united response organization is necessary. This consolidated organization is not temporary one such as civil disaster control headquarter but permanent one such as Disaster Management Office which controls an over all aspects of disaster management. Temporary organization should not be divided into natural calamity and man-made calamity but integrated one as a single control tower for all sorts of disasters. The police and army under fire fighting system should be reconsidered. It is necessary to make leadership system on the disaster place more substantial centered around present fire fighting system. To do so, more clear division of duty is required. The working condition should be improved so that all public servants in this agency can play their roles with pride and worth. The resource owned the existing administrative organization must be used by an appointment system. And to manage a large scale of disaster, it is necessary to have interorganizational network system which many specialized organization including volunteer group are integrated. And the natural disaster happen, many professionals and volunteers are distributed to the spots of disaster in the right man in the right place. Finally, citizen's consciousness about safety supervision needs to be recover.

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대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구 (The Case Study on Game Balancing for Player VS Player Fighting Game)

  • 한승우;이재중;박진완
    • 한국게임학회 논문지
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    • 제8권1호
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    • pp.15-27
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    • 2008
  • 게임의 장르는 플레이어에게 주로 제공되는 플레이 방식에 따라 액션, 어드벤처, 롤플레잉, 시뮬레이션 등으로 나뉘며, 각 장르에서 게임은 다양한 형태의 밸런싱을 갖는다. 이 중 대전 격투 게임은 액션 장르의 한 형태로서, 단순해 보이지만 여러 가지의 복합적인 밸런싱 요소들을 가지고 있으며, 비교적 빠른 기간에 독립 장르로 확립되고 백여 편에 이르는 게임이 제작되어 초기의 불안정한 형태에서 최근의 안정된 형태에 이르기까지 다양한 게임 밸런싱 구조를 확인할 수 있다. 게임 밸런싱은 게임 내의 여러 구성요소 간 불균형을 해소하여 플레이어가 게임이 제공하는 모든 콘텐츠를 고루 이용하도록 유도하고, 그 과정에서 게임 플레이의 재미가 유지되는 것을 목표로 한다 또한 진행과정에 있어서 당위성을 부여하고, 조작에 따른 효율성을 증대시키며, 플레이어의 감정이입을 유도하여 몰입감을 향상시키는 등 게임의 완성도에 대한 평가와 수명(흥행)에 절대적인 영향을 미치는 중요한 요소로 인식되고 있다. 따라서 본 논문에서는 주요 대전 격투 게임의 사례 분석을 통해 해당 장르의 발전모습과 그 과정에서 수립된 밸런싱 모델을 파악하므로써, 타 장르로의 확대 적용 가능성을 연구해 보고자 한다.

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