• 제목/요약/키워드: Something Interesting

검색결과 27건 처리시간 0.019초

대기경험이 주제공원 이용자의 만족도에 미치는 영향 (The Effect of Waiting Experience on Satisfaction of Thorns Park Visitors)

  • 조용현;김란희
    • 한국조경학회지
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    • 제33권3호
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    • pp.56-64
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    • 2005
  • Despite there have been m?my studies about the relationships between congestions and satisfaction in outdoor recreation field, the results indicated only weak impacts of congestions on the satisfaction. This study thus aims to investigate the influence of waiting situation on the whole valuation and satisfaction of guests at theme parks using new variables such as 'goal attainment' and then to suggest implications for waiting management. This study shows meaningful theoretical implications. First, congestion influences the satisfaction more strongly when it prevents guests from achieving their plan. Second, management of waiting time is important and the can be controlled well. When guests have something interested during the waiting time, they were satisfied with the quality of waiting time and overall experience in the theme park.

제품디자인에 나타난 현대 대중문화의 속성 (Attribution of Contemporary Popular Culture through Products Design)

  • 최명식;김경희
    • 디자인학연구
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    • 제15권2호
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    • pp.19-26
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    • 2002
  • Comtemporary popular culture fosters information exchanges through the development of digital products. Digital products may lead, or may be led, by outline popular culture. However, popular culture is possible off-line as well. There are certainly diverse classes of people who use digital products; however, the major users are those who mainly use the networks. These users have ample access to information and thereby lead popular culture and also are led by it. Surely, it is not only the popular culture that digital products take into consideration. In modern times, personal computers and the Internet are changing into privately owned digital products. Amid the collective tendency of popular culture, the owned products emphasize the fact that it is ′mine only.′It would be goad if ′interesting′materials, something that teenagers like, are added to digital products. Surely, there is a limit to ′interesting′ materials, but the materials of "S or energy," which has a certain sense of humor as well as giving out fresh energy, can be considered in digital product esign. It can be considered a modern pattern, or at least the addition of a new value, and not the old-time pattern of the "Ten Long-Living Animals." More popular and diverse colors are needed in the mix of digital products used by adults who are middle-aged or elderly. If altered colors are applied to the digital products as much as popular culture changes, it can assist the elderly with their weakened physical abilities.

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수성(水性)펜침방전(針放電)의 전기화학적(電氣化學的) 특성(特性) (Electrochemical Characteristics of a Water-Pen Point Discharge in Atmosphere)

  • 이대희;김진규;문재덕
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1995년도 하계학술대회 논문집 C
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    • pp.1378-1381
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    • 1995
  • Some interesting electrochemical characteristics of waterpen point-to-plate airgaps for dc and ac powers have been investigated at room atmosphere in a metal chamber. It is found that the ac discharge on the Pt point generated much ozone, while the negative do discharge on the waterpen point generated the highest ozone. And, the ac discharges of the waterpen point and the Pt point produced a little $NO_x$. But the dc discharge of the Pt point and waterpen point did not generated $NO_x$ anyway. As a result, it could be said that the water on the pen point acts something to generate ozone and $NO_x$ in room atmosphere.

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수학수업의 흥미유발을 위한 수학사 및 예화자료 연구 - 수학I을 중심으로 - (A Study on History of Mathematics and Illustrations for Interesting in Mathematics Classes - Centering on Mathematics I of Highschool -)

  • 이덕호;이만희
    • 한국학교수학회논문집
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    • 제3권1호
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    • pp.59-67
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    • 2000
  • This study has been done to help teach mathematics on the spot of education by providing the history of mathematics and illustrations concerning mathematics, which were rearranged for the level of the second grade students in highschool and intented to interest students in mathematics classes. The contents of teaching, according to each unit (Matrix, Sequence, Limit, Differentiation, Integration, Probability, Statistics) include the life of the representative mathematician, the historical background centered on episodes, questions linked with reality, questions making sensations in history and something for maxim in mathematics. If such contents are properly used, they are expected to be able to stimulate students' curiosity, and to be effective in improving students' learning ability in mathematics by causing them to show their active attitudes toward learning mathematics.

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멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로- (Effectiveness of the Multimedia Contentware)

  • 안상혁
    • 디자인학연구
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    • 제11권3호
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    • pp.165-174
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    • 1998
  • 디지털매체의 급격한 신장과 매체간의 융합에 따라 구현되는 멀티미디어는 새로운 콘텍트 산업을 형성하고 확장시켜 나아가고 있다. 아울러 다양한 멀티미디어 전송기술의 등장과 발전은 보다 인간의 감각에 가까운 커뮤니케이션을 가능하게 하고 있다. 콘텍트 웨어는 기본적으로 보고 듣고 즐기는 내용물로 규정되는 것으로 기존의 영상, 음향, 게임. 등과 같은 엔터테인먼트 산업을 하나로 묶는 개념으로 진전되고 있다. 디지털 신호를 기반으로 하는 정보처리 기술에 의해 창출되는 콘텐트 웨어 들은 디지털 환경에서의 커뮤티 케이션 행위의 변화를 통해 그 특성을 파악할 수 있다. 이에 따라 '정보의 전달' 위주의 양적인 효율성을 추구해온 정보설계 기술의 문제를 '정보의 이해와 해석' 이라는 효과성의 문제로 다루기 위해 필요한 개념들을 논의하기로 한다. 정보 혹은 콘텐트 홍수의 시대를 맞아 미디어 소비방향의 특징은 재미있고 흥미로운 쪽으로 흘러가고 있다는 점이다. 이에 따라 좀 더 친화성 혹은 교감 성을 높일 수 있는 콘텐트 웨어의 정보설계 방향을 교감 적 커뮤니케이션에서 찾도록 하였다.

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한국과 덴막의 민속 테이블의 비교 연구 (A Comparative Study of Korean and Danish Folk Tables)

  • 최정신
    • 한국주거학회논문집
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    • 제6권2호
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    • pp.181-189
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    • 1995
  • It is thought as more important for us to understand foreign countrie's culture in the modern society. because the world is becoming closer day by day thiough the develepment of communication and mass-media. Cross-cultural study could play a role to give an opportunity for people to understand foreign countrie’s culture easily.In this respect, this study was planned to find out similarity and difference between Danish and Korean folk tables made and used before the 20th century during the 18th-l9th century as a part of the comparative study of folk furniture between the two countries. It would be very interesting if we could find something valuable between Danish and Korean folk furniture. because they are located very far away each other geographically with less cultural communication before.There were more differences than similarity between the folk tables of the two countries and major findings were as followings : Firstly, there were many kinds of space-saving tables in Denmark. whereas only a few kinds of tables which could be removed easily after their usage were found in KoreaSecondly, Banish folk tables were more emphasized on the function rather than decoration. Whereas Korean folk tables were smaller lower and more decorative than Danish ones to fit their life-style of sitting on the floor.Thirdly, many Danish folk tables were made of bare wood. while Korean ones were finished by transparent lacquer or vegetable oil. Stone tops if tables were rare in both countries. Lastly. there were common factors in the design of legs of folk tables in both countries. It was interesting that animal legs such as deg tiger cat. lion, and eagle were used for design motif of the table legs. But trestle leg, cross leg and gate leg were not found in Korean folk tables. As a conclusion, throughout this study, it became obvious that life-style was one of the most important factor influencing on the design of furniture.

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과학캠프 활동 평가를 통해 추출한 과학 영재 프로그램의 적절성 준거 (Criteria for the Program Development for Science Gifted Children Extracted from a Science Camp Activity)

  • 박종석;오원근;박종욱;정병훈
    • 한국과학교육학회지
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    • 제19권2호
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    • pp.329-339
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    • 1999
  • 청주교육대학교 과학교육연구소에서는 충북도내 초등학교 4-5학년 과학영재들을 중심으로 1998년 8월 9일부터 11일까지 2박 3일간의 과학캠프를 운영하였다. 과학캠프를 마친 후 참가 학생들에게 캠프에 참가한 동기 및 캠프의 각종 활동에 대해서 가장 재미있었던 활동과 유익했었던 활동을 선택하게 하고 그 이유를 조사하였다. 이러한 자료들을 분석한 결과 학생들은 이전에 별로 경험하기 어려웠던 신기한 현상을 다루고 지적 호기심을 자극하는 과제들을 재미있게 생각하였다. 그러나, 신기한 현상을 다루더라도 지적 호기심을 자극하고 이를 해결하는 참여의 기회를 제공하지 못하는 과제들은 재미있더라도 무언가 배울만 한 것이 없는 프로그램은 유익하지 않다고 생각했다. 이러한 결과로부터 과학 영재교육에 효과적인 프로그램들은 새로운 현상들을 다루어 지적 호기심을 유발하고, 이를 스스로 해결할 수 있도록 기회를 제공해야 한다는 시사점을 얻었다.

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Analyzing Management Factors on Enterprise Performance

  • Dahlgaard, Jens J.;Ciavolino, Enrico
    • International Journal of Quality Innovation
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    • 제8권3호
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    • pp.1-10
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    • 2007
  • A sample of Italian manufacturing companies was selected in order to verify the abilities and effects (relationships) of the management factors human resources, leadership and strategic planning on company performance. The Partial Least Squares (PLS) estimation method was used for analyzing the data collected, where the relationships between the management factors and performance were formalized by a Structural Equation Model (SEM). The analysis of the survey data showed unexpected result regarding the non significant direct relationship between Leadership and Performance. The effect of Leadership is obtained by an indirect relationship through Human Resources. The combination of Leadership and Human Resources has hence been identified as the management factors which have the highest impact on the performance of Italian industrial companies. Another interesting and unexpected result was that there was no significant impact of Strategic Planning on Performance. It seems that the leaders of Italian industrial companies have not understood that good strategic planning is a necessary condition for achieving excellence. So another improvement area is in fact Strategic Planning. This area should have the highest priority of any top management team and the focus should include how to establish a strong relationship between strategic planning and performance. No correlation between strategic planning and performance is a strong indication that something is wrong. It is not enough that Leadership is doing Strategic Planning-Leadership is also about studying and follow up on results in order to assure impacts on performance. This link seems to be missing in Italian industrial companies.

하이메 아욘과 마르셀 반더스의 디자인에서 나타나는 초현실주의적 특성 비교 연구 (A Comparative Study on the Surrealistic Characters of Jaime Hayon and Marcel Wanders Design)

  • 한정원
    • 한국실내디자인학회논문집
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    • 제20권2호
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    • pp.55-63
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    • 2011
  • This study aims to figure out diversity and complexity of modern design by analysing surrealistic characters of Jaime Hayon and Marcel Wanders design, who are working actively in diverse design fields including graphic design, product design, and space design. First fundamental theories of surrealism was reviewed, and structure for analysis was made by studying characters of design representation derived by surrealistic concepts. And then design projects in the fields of furniture and product design, interior space design, and project design that were performed by two designers after the year 2000 were analysed. Two designers assume critical attitudes in mass production of functional design which is made by only machines, and they have something in common pursuing creative and imaginative design by making unique artistic elements by using modern technology. In this way, they create surrealistic fantasy in their design. On the other hand Jaime Hayon and Marcel Wanders show interesting differences in modes of expression. Hayon creates unique and organic forms and characters based on his creative imagination, and he enjoys to express boldness and amusement. Wanders shows sophisticated and elegant duality by dramatic balance between intricate patterns and minimal forms. Both designers have important influences in modern design as creative leaders always pursuing new things and representing complex tendency of modern society.

초등학교 수학과 입체도형 영역의 학습 RIA 개발 (Development of Rich Internet Application in the Three-Dimensional Shapes of Elementary Mathematics)

  • 김갑수;유태호
    • 정보교육학회논문지
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    • 제12권4호
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    • pp.395-404
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    • 2008
  • 초등학교 수학과 입체도형 학습은 구체물을 활용한 구체적 조작을 통해서 추상적인 입체도형을 직관적으로 이해하도록 돕는 다양한 활동이 필요하다. 입체도형 학습에 있어 구체물의 활용은 효과적이지만, 구체물에서는 확인이 어려운 전개도나 다양한 형태의 입체도형 등은 컴퓨터의 반구체물을 활용하는 것이 효과적이다. 또한 컴퓨터를 활용하게 되면 방과 후에도 같은 학습 자료를 학생들이 활용할 수 있어서 구체물을 활용한 학습의 한계를 보완할 수 있다. 본 연구에서는 플렉스와 플래시를 개발도구로 사용하여 초등학생 수준에서 쉽게 조작하고 사용할 수 있도록 학습 어플리케이션을 개발하였다. 본 연구에서 개발한 입체도형 학습 어플리케이션 활용을 통해 학생들의 직관적이고 자유로운 탐색 및 구체물의 보완, 학습 흥미유발 등의 효과가 기대된다.

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