The purpose of this study is to conduct basic research on development of game interface for the elderly by verifying the difference in user experience based on the type of interface. The methodology of playtest combining experimental research and survey was applied with subjects of elderly users consisting of 47 men and 48 women being ages 60 and up. The effects of user experience between natural user interface and the pad-type interface were compared and analyzed through repeated measure MANOVA in terms of emotional response, ease of use and flow. The NUI game showed higher emotional responses such as pleasure and dominance. On the other hand, there was no difference in arousal. The NUI game also presented higher ease of use in the process of game play and it also had higher autotelic experience, action-awareness merging, sense of control and ambiguous feedback experience. These results may contribute to the development of serious game and natural user interface for the elderly by empirically identifying the effects of user experience on NUI.
This study suggests a plan to expand the rural experience program linked to natural disaster through the case analysis of the village of Garisan-ri, Inje-gun, Gangwon-do, Republic of Korea. This will help to establish the necessary improving and policies for Re-leap of rural villages in disaster areas and activation of rural experience villages. The local residents have created flood recovery stories, disaster response content, and disaster prevention camp sites, all of which have been hit by serious disaster damage. It has also contributed to the revitalization of the village by providing various experience programs such as disaster response training, crossing rapids, and evacuation experience. This is a way to get rid of the negative perception of disaster and utilize it. The conversion of idea through disaster experience content contributed to the activation of the area. By linking the disaster experience contents to the rural experience program in the future, it can be helpful to avoid the duplication of contents and limit the similar operation method, which is an existing problem of rural experience villages.
During the deregulation weave of natural monopoly industry in the word, reform of natural gas industry among those shows difference and complex. This paper aims at developing theoretical frame of industry organization model of natural gas, and it is illustrated by applying it to five countries. Firstly, based on three coordinating system theory nine organization models are identified, and described in more detail using additional structural features. In the following, developed theoretical frame is illustrated by applying it to four countries.
원예치료 프로그램 및 학습 교구의 다양화 측면에서 쑥 추출물의 염색성 조사 및 쑥을 염재로 한 천연염색 교구용 패키지를 개발 하였다. 염료의 추출은 신선한 쑥과 건조 쑥 모두 100℃에서 20분간 추출하였으며, 염색은 70-80℃에서 20분간 실시하였다. 매염은 후매염을 하였으며, 기본적으로 1%액으로 상온에서 20분간 실시하였다. 신선한 쑥 추출물로 염색한 결과 ᐃE값은 무염색포와 염색포간에 견직물은 16.22 이상, 면직물은 7.74 이상을 나타내어 염색성을 확인할 수 있었다. 견직물의 표면색은 황산알루미늄과 황산제1철 매염처리구는 모두 GY계열을 나타냈으며, 면직물은 매염제 농도에 따라 GY 및 Y계열을 나타냈다. 건조 쑥의 열수 추출물로 염색한 견직물의 표면 색상은 황산알루미늄과 황산제1철 매염처리구는 GY, 황산구리 매염처리구는 Y계열을 나타냈으며, 면직물은 모두 Y계열을 나타냈다. 천연염색 교구 제작을 목적으로 물 1L에 대한 적정 건조 쑥의 양은 조사한 결과 15g이었으며, 이를 이용하여 면재질의 손수건은 2-4개, 견재질의 스카프는 1-2개를 염색할 수 있었다. 원예치료 프로그램 및 학습교구 측면에서 건조 쑥 15g을 부직포에 담은 염료와 더불어 매염제 및 피염물(손수건 또는 스카프), 홀치기용 고무줄이 포함된 천연염색 교구용 패키지를 개발하였다. 개발한 쑥 천연염색 패키지는 교구로 쉽게 활용할 수 있었으며, 원예치료 프로그램 및 학습교구로 유용하게 활용할 수 있을 것으로 판단되었다.