• Title/Summary/Keyword: adventure

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The Effect of the Sensation Seeking Tendency of Leisure Sports Participants on Exercise Passion and Psychological Well-being (생활체육 참가자의 감각추구성향이 운동열정 및 심리적 행복감에 미치는 영향)

  • Yoo, Jung-In;Kim, Sung-Kue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.211-222
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    • 2020
  • The purpose of this study is to investigate how the influence of sensory weight on the physical fitness participants affects exercise passion and psychological well-being, and to provide basic data for improving the quality of life and well-being of the people. In order to achieve the purpose of this study, data were collected using participants' sensation seeking tendency, excercise passion, and psychological well-being scale, and various statistical analyzes were performed to obtain the following results. As a result of the analysis, first, it was found that there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the gender of participants in leisure sports. Second, there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the careers of participants in leisure sports. Third, the thrill and adventure of the sensation seeking tendency had a positive effect on the pleasure, immersion, and confidence of the psychological well-being, while pursuing experience on the self-realization of the psychological well-being, but it was found that the sense of boredom had a negative effect on the immersion of the psychological well-being. Fourth, the thrill, adventure, and pursuit of experience among the sensation seeking tendencies had a positive effect on the harmonious passion of exercise passion, but negative effect on the sense of boredom. Finally, it was found that exercise passion had a positive effect on all sub-factors of psychological well-being.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

A Study of Video and Computer Game Usage and Attitudes among Children (아동의 전자게임 사용 실태)

  • 공인숙
    • Journal of Families and Better Life
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    • v.20 no.3
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

A Survey on Children's Needs for Children's Park Remodeling at Detached Residential Area (단독주택지의 어린이공원 리모델링을 위한 아동 요구에 관한 조사연구)

  • Choi, Byung-Sook;Park, Sun-Hee;Ahn, Deug-Soo
    • Journal of the Korean housing association
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    • v.20 no.1
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    • pp.27-35
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    • 2009
  • This survey is to find out children' needs of D children's park to remodel into a new one and their common opinions about the child playground, and to contribute these results to drive alternative plans. This park is very old and located in detached residential area, Wooa-dong, Deokjin-gu, Jeon-city. The survey was performed by a questionnaire, and the questionnaire was based on the relative literature reviews and was redesigned by researchers. Data were collected from 198 children, who had attended elementary school in Wooa-dong. By analyzing those data, findings were as follows: 1) Play experiences of D children's park were very important for children, so they remembered it. Above all, they remembered the perceptions of D children's park through playing on the playground facilities and the communication with their friends at that time. 2) Children would like to play creatively with facilities, but they need the traditional play facilities like a slide and a swing. So, it would be important for D children's park to plan well with the good facilities, and even it was mentioned in the literature reviews. The planning of park should be checked as an adventure playground, which can allow children to play creatively and with variety, however it should be still considered with some traditional playground facilities.

A Study of Deep Space Communication Protocols with Spacecraft on Deep Space (심우주 탐사선과 통신을 위한 심우주 통신 프로토콜 분석)

  • Koo, Cheol-Hea;Rew, Dong-Young;Ju, Gwang-Hyeok
    • Aerospace Engineering and Technology
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    • v.13 no.1
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    • pp.120-128
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    • 2014
  • Adventure of human race for space exploration is toward outer region of solar system. Recently the main targets of space explorations are becoming mainly the Mars, Venus and asteroids instead of the Moon which was the popular place human wants to explore. There are several technical challenges as spacecraft goes far and far away from the Earth, and among them communication protocol is one of the most challenging problems. In this paper, several international technical trends regarding deep space communication protocol technologies in an aspect of software implementation is presented. It is expected that these references are helpful for the development of the lunar orbiter pathfinder which is planned to be launched in 2017.

Study on Level of Novelty Seeking Need and Oversea Travel Motivators (신기성 욕구수준에 따른 해외여행동기 차이에 관한 연구)

  • Park Sin Ja
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.14 no.2
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    • pp.153-174
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    • 2003
  • Travel motivations appear particularly useful in describing those individuals who visit a specific travel attraction versus those who do not visit the attraction. Novelty seeking is an important motivator for traveling today. In this study four factors and three groups resulting from a cluster analysis were tested in determination for 13 preference and 21 motivators. The major finding of this study are as follows: Prior consideration in oversea travel for people is to expect to contact new culture and exotic environment. In the selection of oversea travel with the level of novelty seeking traits, rhere is meaningfull diffrences. In the novelty seeking levels of leisure activities remarkable difference appeared in the selective degree variables and the examination of the gap. In the selection of oversea with the novelty seeking level it displayed meaningful differences in the 10 items. In a travel in accordance with levels of novelty seeking- which is divided into groups high, medial, and, low level of novelty seeking groups- four elements of their levels demonstrated meaningful differences, such as adventure seeking type, out-of-ordinary life type, fun seeking type and free travel type. In order words, the means of high-concerned group, medial, and ldw-concerned group showed remarkable differemndes.

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Clothing Expense, Consumer Innovativeness and Perceived Risk of Male and Female Customers of Various Fashion Retail Channels (주 이용 패션 소매 유통 경로에 따른 남녀 고객들의 의복 지출, 소비자 혁신성 및 구매 시 위험 지각 수준 비교)

  • Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.5
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    • pp.714-727
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    • 2015
  • This study investigated consumers' clothing expense, consumer innovativeness and perceived risk to the channel type they frequently purchase fashion products and compared the relationship between the variables. A survey of male and female college students was conducted and 367 responses were analyzed using descriptive statistics, chi-square analysis, two-way ANOVA, factor analysis, reliability analysis, and correlations. Female consumer clothing expenses were high compared to male consumers, and clothing expenses of consumers using department stores and independent banded stores were high compared to those using internet shopping malls. The sub-dimensions of consumer innovativeness were determined as adventure-oriented, unique-oriented, and change-oriented, and female consumers have characteristics more unique-oriented and change-oriented. In the case of female respondents, unique-oriented innovativeness was highest for department store customers, while the male customer of non-branded stores showed the highest unique-oriented innovativeness. Perceived risk indicated the highest score from the customers of internet shopping mall. Department stores were recognized as reliable by female department store customers. Clothing expenses and consumer innovativeness dimensions showed significantly positive correlations; in addition, the relation between clothing expense and perceived risks were significantly negative. Consumer innovativeness and perceived risks have positive relations.

Effects of Sensation Seeking Tendency on Sports Satisfaction among College Students (대학생들의 감각추구성향이 스포츠만족도에 미치는 영향)

  • Shim, Yun-Sik;Jo, Woog-Yeon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.448-456
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    • 2012
  • The purpose of this study was to examine the relationship of sensation seeking tendency and sports satisfaction among college students and analyze the effects of individual characteristics of sensation seeking tendency on sports satisfaction. A total of 302 college students participating in physical education classes were selected for this study. Main findings were as follows; First, sensation seeking tendency of college students participating in physical education classes had statistical relationship with social stratification, emotional satisfaction, Physical satisfaction, environmental satisfaction, and educational satisfaction. Second, thrill and adventure seeking among sensation seeking tendency factors affected more male students' educational satisfaction than female students'. And experience seeking affected more female students' educational stratification than male students'.

Children's Dramatic Play Behaviors in Same-Age and Mixed-Age Preschool Classrooms (유치원 단일연령 교실과 혼합연령 교실에서의 아동의 극놀이 행동)

  • Ha, Seung-Min
    • Korean Journal of Human Ecology
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    • v.5 no.1
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    • pp.1-14
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    • 1996
  • The purpose of this study was to examine children's dramatic play and dramatic play themes in the same-age and mixed-age kindergarten classrooms. The subjects were 45 children in three classrooms of 4-year-olds, 69 children in three classrooms of 5-year-olds, and 60 children in three mixed-age classrooms of 4-and 5-year-olds. Observations were conducted by videotape recordings. Observation periods were of five-minutes duration. There were ten observations of children's indoor free-play periods. Four-and five-year-olds in mixed-age classrooms were more likely to engage in group-dramatic play than 4-and 5-year-olds in same-age classrooms. Four-year-olds in mixed-age classrooms were more likely to engage in domestic and family, war/violence, school, animal, and vehicle play themes than 4-year-olds in same-age classrooms. However, 5-year-olds in mixed-age classrooms were more likely to engage in family and school play themes than 5-year-olds in same-age classrooms. 5-year-olds in same-age classrooms were more likely to engage in vehicle and animal play themes than 5-year-olds in mixed-age classrooms. 5-year-olds in same-age classrooms did not differ from 5-year-olds in mixed-age classrooms on the war/violence themes used during dramatic play. In terms of sex differences, boys were more likely to engage in violence, adventure fantage themes than girls. Conversely girls were more likely to engage in family/marriage static play themes than boys.

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