• 제목/요약/키워드: Wii

검색결과 124건 처리시간 0.023초

생태문화관광 축제연구 : 천수만 철새 축제 사례 (Ecotourism Study on the Chunsuman Bay Birdwatching Festival)

  • 노용호;정강환;양위주
    • 한국환경과학회지
    • /
    • 제14권3호
    • /
    • pp.259-264
    • /
    • 2005
  • The purposes of this study were to investigate visitors' environmental attitudes of educational tourism, environmental preservation, and regional economic benefits satisfaction through the Chunsuman Bay Birdwatching Festival. The results of this study were as follows: First, the degree of educational satisfaction was high and this festival provided environmental preservation mind for visitors and local residents as well. The festival participants had a positive attitude toward migratory birds. Especially, the residents who had negative perceptions toward migratory birds due to physical harms of agricultural crops was positively changed after visiting this festival. So there should be prepared for more strategic approaches for residents' visiting and participating this birdwatching festival. Second, while the number of tourists was increased, it did not make a practical contribution to residents' income Particularly, farmers' satisfaction was low. So there should be more strategic programs to improve residents' economic rewards for sustainable development.

Comparative Analysis of Tourism Competitiveness between Coastal Metropolitan Cities as Tourist Destinations

  • Yhang, Wii-Joo
    • 한국항해항만학회지
    • /
    • 제28권4호
    • /
    • pp.317-322
    • /
    • 2004
  • The competitiveness of a country or a city plays an important role as a determining factor in this age of globalization In view of tourism studies, the potential for a region to develop depends primarily on its ability to use and maintain economic advantages in its provision of tourist products and services. In spite of the importance of competitiveness in tourism studies, few researches have been done on competitiveness in Korea The purpose of this study is, therefore, to conduct a comparative analysis of competitiveness between coastal metropolitan cities in Korea-Busan, Ulsan and Incheon- developing tourism index and finding out urban competitiveness. The findings of this study will contribute to enhancing tourism promotion and mutual network with other cities and attracting domestic and international tourists.

게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로 (An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony)

  • 안호성;김재범;서흥교;오혜원
    • 한국데이타베이스학회:학술대회논문집
    • /
    • 한국데이타베이스학회 2008년도 연합학회학술대회
    • /
    • pp.467-476
    • /
    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

  • PDF

동작인식 시스템을 이용한 유아 대상의 체감형 구연동화 (An interactive story book for children using gesture recognition)

  • 전윤희;한수헌;허소연;이경미
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
    • /
    • pp.279-280
    • /
    • 2012
  • 본 연구에서는 기존의 플래시 구연동화에서 더 나아가 동작 인식 시스템을 이용한 유아 대상의 체감형 구연동화 콘텐츠를 개발하였다. Kinect 카메라를 이용하여 유아 자신이 직접 컨트롤러가 되어 콘텐츠를 자유롭게 즐길 수 있기 때문에 Wii처럼 컨트롤러를 사용하는 콘텐츠보다 부상의 위험도 줄일 수 있다. 또한, 수동적으로 구연동화를 듣는 대신에 유아가 직접 참여하게 됨으로써 즐거움뿐만 아니라 다양한 동작을 통하여 운동효과도 얻을 수 있다.

  • PDF

A Study on the Economic Impact of the Marine Leisure Sector Following the Designation of Haeundae as 'Convention, Movie, Marine Leisure Special Zone

  • Hwang, Young-Woo;Ryu, Tae-Chang;Yhang, Wii-Joo
    • 한국항해항만학회지
    • /
    • 제30권4호
    • /
    • pp.303-308
    • /
    • 2006
  • This study is designed to analyze the production, employment, value added and income impacts tha, in the event of designation and development of Haeundae as 'Convention, Movie, Marine Leisure Special Zone', its marine sector would have on the local economy. The realization of marine leisure special zone of Haeundae in Busan is expected to lead to a direct and indirect investment of approx. \13.6 billion, resulting in \68.0 billion in production impact, 850 jobs in employment impact, \28.0 billion in value added impact and \14.5 billion in income impact. This is expected to give a boost to a stagnant local economy, offering opportunities for the revival of Busan's tourist industry.

Evaluation of Busan Marine Tourism Cluster by the Concordance Test

  • Yhang, Wii-Joo;Lee, Sang-Ho;Jun, Jae-Kyun
    • 한국항해항만학회지
    • /
    • 제31권7호
    • /
    • pp.623-628
    • /
    • 2007
  • By employing primarily the Kendall's Concordance Test, the paper attempted to conduct an experts' evaluation on the interaction among the agents in Busan marine tourism cluster and recommend some measures for policy consideration for the cluster's activation. For this purpose, a conceptual framework was developed to guide the assessment by using inter-agent cooperation and network approaches regarding the nature of the marine tourism cluster. Such factors as cooperation, competition, relationship marketing, and networking were identified as critical. Findings of the study imply that Busan marine tourism cluster is at its embryonic stage and needs desperate measures for improvement in the inter-organizational cooperation and networking, the major regional characteristics that determine the competitiveness of marine tourism.

Visitors' Perceptions to Ecotourism Goals and Satisfaction : The Case of Muju Firefly Festival

  • Jeong Gang-Hoan;Roh Yong-Ho;Yhang Wii-Joo
    • 한국환경과학회지
    • /
    • 제14권4호
    • /
    • pp.373-377
    • /
    • 2005
  • The purposes of this study were to investigate ecotourism goals which are providing educational tourism, generating environmental conservation, and residents' economic benefits based on the 7th Muju Firefly festival. The sample was 243 visitors from August 23rd to 30th, 2003. The results were as follows: First, visitors showed high satisfaction for the educational tourism program. Experiencing educational 'Mysterious Firefly Field Trips' contributed to the tourists' educational satisfaction. It was found that these experience programs were very popular. Second, residents' and domestic visitors' satisfaction was high with 5.50 on Likert 7 points concerning environmental conservation. Third, foreigners showed high satisfaction for visiting tourism sites and understanding regional culture in terms of understanding region and economic benefits. The average economic effect was decreased compared to 2002. So there should be more diverse strategy to increase economic effect. Also more festival related products, diverse and unique foods and beverages based on regional products should be developed.

적외선 센서를 사용한 화면 제어 인터페이스 설계 및 구현 (Design and Implementation of Screen Image Control Interface using Infrared Sensors)

  • 정무교;강신준;계이기;최황규
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2009년도 추계학술발표대회
    • /
    • pp.419-420
    • /
    • 2009
  • 현재 공공장소나 학교에서 강의를 할 때 프로젝터를 주로 활용하며, 이때 작은 부분의 그림 등을 상세히 설명하기 위해서는 사용자가 직접 컴퓨터의 마우스를 사용하여 직접 조작해야 하는 불편함이 있다. 본 논문은 이러한 단점을 개선하고자 적외선 센서를 이용하여 화면 이미지의 확대 축소 등을 원격 조작할 수 있는 인터페이스를 설계 구현한다. 구현된 인터페이스는 적외선 LED를 이용하여 모니터의 좌표 점을 인식하고 적외선 센서가 내재되어 있는 Wii컨트롤러를 이용하여 이미지의 이동, 확대 및 축소 등을 실현한다. 구현된 인터페이스 장치는 현재 널리 사용되고 있는 프로젝터들과 연동하여 활용할 수 있다.

과제 지향적 프로그램이 뇌졸중환자의 균형과 상지기능에 미치는 효과: 단일사례연구 (Effects of Task-Oriented programme on Balance and Upper Extremity in stroke)

  • 김은주;홍소영;김경미
    • 재활치료과학
    • /
    • 제1권1호
    • /
    • pp.17-28
    • /
    • 2012
  • 목적 : 본 연구의 목적은 과제 지향적 프로그램이 뇌졸중 환자의 균형과 상지기능에 미치는 효과에 대해 알아보고자 단일 사례 연구를 실시하였다. 연구방법 : 연구 대상자는 뇌졸중 진단을 받은 자로 균형검사는 Time up & go 검사, Nintendo Wii Balance Board Test로 실시하였고, 상지기능은 Manual Function Test(MFT)로 측정하였다. 과제지향적 프로그램은 운동처리 기술평가(AMPS)의 표준화된 과제 중 셔츠다리기, 자루걸레로 바닥 청소하기, 창문 청소하기, 손빨래하기를 환자에게 맞게 수정 보완하여 실시하였다. 이에 대한 결과는 다음과 같다. 결과 : 환자의 동적 균형능력은 기초선 평균 51.53에서 42.62로 향상되었고, 정적 균형능력은 기초선에서는 좌우 균형차이가 평균 13.8 났으나, 중재 후 좌우 균형차이가 6.29로 보다 0에 가까워져 좌-우 균형이 안정되었음을 확인할 수 있었다. 또한 상기기능은 MFT 검사결과 평균이 6점에서 7.6점으로의 증가 되었다. 결론 : 일상생활활동 과제로 구성된 과제지향 프로그램은 뇌졸중환자의 균형과 상지기능 향상에 영향을 미칠 수 있다. 따라서 향후 본 연구의 결과를 일반화 시킬 수 있도록 다양한 유형과 특성을 가진 뇌졸중 환자들에 대한 연구가 지속되어야 할 것이다.

VR을 이용한 균형능력 측정장비의 성능평가 (Performance Evaluation of Balance Ability Equipment Using VR)

  • 윤상철;안호원;안택원;최해성;이병권;서동권;이규환;정상우;이재훈
    • 대한통합의학회지
    • /
    • 제8권3호
    • /
    • pp.33-41
    • /
    • 2020
  • Purpose : Conventional Balance Measurement can only measure the center of gravity and the shaking movement of the body. As a result, it has the disadvantages of not responding to visual changes and blocking functions of variables. This study was carried out to evaluate the performance of new equipment that measures the balance of the body using changes in body segment and pressure using the acceleration sensor to compensate for the disadvantages of the existing equipment. Methods : To this end, balance ability was measured in 43 healthy male/female adults without orthopedic injuries and nervous system damage in the last 6 months. in a situation where the visual information was restricted by Virtual Reality (VR) gear, all subjects measured and evaluated the balance ability utilizing the new equipment. Balance measurement (Prime Medilab, Korea) and Wii fit (Nintendo, Japan) were used to measure the balance ability of the subjects, and the balance ability test was performed in 4 postures using each device for data acquisition. The test duration for each posture was 30 seconds. For data acquisition, the average value of three experiments measured using each equipment was analyzed, and the statistical test was performed using the independent sample and the corresponding sample t-test, and the significance level was set to α=.05. Results : As a result of measuring the balance ability using individual equipment, blocking visual information using VR gear, the average speed, maximum speed, and moving area of the COP increased equally. It was found that the obtained absolute size of the result in Wii was somewhat larger than that of BM. Conclusion : It is considered that in the future research, it is necessary to measure changes in the body's center of gravity through image analysis, etc., to make clear comparison and evaluation of the usability.