• Title/Summary/Keyword: 게임의 사회적 역할

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The Study on well-aging using digital fitness technology (디지털피트니스 기술을 활용한 웰에이징에 관한 연구)

  • Seungae Kang
    • Convergence Security Journal
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    • v.24 no.3
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    • pp.231-237
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    • 2024
  • The rapid aging of the global population poses significant challenges to public health systems, as it often correlates with various physical, cognitive, and social declines among the elderly. Traditional approaches to promoting healthy aging emphasize the importance of physical activity, mental engagement, and social connectivity. However, factors such as mobility issues and resource constraints can limit the accessibility and effectiveness of these approaches. Digital fitness technologies, including wearable devices, mobile applications, virtual reality platforms, and AI-based feedback systems, present innovative solutions with the potential to enhance the physical, cognitive, and social well-being of older adults. This study analyzes the latest trends in digital fitness technologies and proposes strategies for effective utilization in promoting well-aging. Specifically, it addresses the need for improved technology accessibility through affordable devices and user-friendly interfaces, the development of personalized fitness programs, strategies to enhance ongoing participation such as social interaction and gamification, and solutions for data protection and ethical issues. Effective implementation of these strategies is expected to significantly improve the health and well-being of older adults. Future research and policy development should incorporate these elements to maximize the impact of digital fitness technologies and enhance the overall quality of life for the elderly.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.118-121
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

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A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

The Conflict over the Separation of Prescribing and Dispensing Practice (SPDP) in Korea: A Bargaining Perspective (의약분업을 둘러싼 갈등 : 협상론의 관점에서)

  • Lee, Kyung-Won;Kim, Joung-Hwa;T. K. Ahn
    • Health Policy and Management
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    • v.12 no.4
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    • pp.91-113
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    • 2002
  • We report and analyze the Korean physicians' recent general strike over the implementation of the Separation of Prescribing and Dispensing Practice (SPDP) in which more than 18,000 private clinics and 280 hospitals participated. Utilizing game-theoretic models of bargaining we explain why the Korean physicians were so successful in organizing intense collective action against the government and securing very favorable policy outcomes. In particular, we highlight the role of distributional conflict among social actors in shaping the details of institutional reform. The introduction of the SPDP was a necessary first step in the overall reform of health care system in Korea. However, the SPDP was perceived to be a serious threat to the economic viability of their profession by the vast majority of Korean physicians who had long been relied on the profits from selling medicines to compensate for the loss of income due to the low service fee under the previous health care system. The strong political coalition among heterogeneous physicians enabled them to organize an intense form of collective action, the general strike. Thus, physicians were successful not only in dragging the government to a bargaining table, but also winning in the bargaining and securing an outcome vastly favorable to them. On the other hand, the lack of an overall reform plan in the health care policy area, especially the finance of the National Health Insurance and the need for maintaining an image as a successful reform initiator, motivated the government to reach a quick resolution with the striking physicians.

The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

A Study on the Simulation and Analysis of the Emergency Response Training for Highly Pathogenic Avian Influenza (조류인플루엔자 재난대응훈련 시뮬레이션 기술연구)

  • Kang, Min-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.19-26
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    • 2019
  • Simulation using the virtual reality has been applied in various fields such as exercise, education, disaster simulation training, but there is a little research on disease caused by virus transmission. In this study, we conducted simulation studies and analysis of avian influenza disaster response training. The annual avian influenza virus is recurring every year in Korea, but there are still few solutions and preventive measures for the preventing the avian influenza. The avian influenza can cause a great deal of societal harm and enormous economic damage. Prophylaxis is important because livestock epidemics, such as avian influenza and foot-and-mouth disease, have a large impact on farm households. Therefore, we proposed and analyzed contents that can be avoided through simulation of avian influenza disaster response presented in this study.

A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

비만 중학생에서 캠프 프로그램을 이용한 영양교육 효과

  • 승정자;성미경;최미경;김미현;이윤신;조혜경;김경희
    • Proceedings of the KSCN Conference
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    • 2003.11a
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    • pp.1061-1062
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    • 2003
  • 현대사회에서 청소년기에 발생하는 영양문제 중 가장 빈번히 나타나는 청소년기 비만은 성인 비만으로 이행되기 쉬우며, 당뇨병, 지방간, 고혈압과 같은 각종 성인병의 발생과도 관련이 있다. 또한 체형에 대한 관심이 증가하고 있는 현대사회에서 편견의 대상이 됨으로 인한 심리적 장애를 발생시키기도 한다. 이에 따라 비만인의 체중조절을 위한 다양한 교육프로그램들이 실시되고 있는데, 현재까지의 실시되고 있는 프로그램들은 강의식교육이 주류를 이루고 있어 적극적인 교육효과를 이끌어 내는데 많은 한계점을 가지고 있었다. 이에 본 연구자들은 지역보건소를 중심으로 2박 3일간의 청소년 캠프 프로그램을 통하여 VTR감상, CAN-Pro를 이용한 섭취 식단의 평가 및 영양상담, 영양뷔페, 역할극, 다양한 영양지식 응용게임, 일상생활에서 활용가능 한 운동교육, 비만의 원인과 건강과의 관련성 및 식사요법 등에 대한 강의를 실시하였다. 캠프 참가자들은 부천시에 거주하는 중학생으로 사전에 신장과 체중에 대한 조사를 바탕으로 비만으로 판정된 총 42명(남 28명, 여 14명)으로 하였다. 캠프 시작전과 후에 설문조사를 통하여 영양지식, 영양태도, 자아만족도에 관한 조사를 실시하여 프로그램 직후의 효과를 판정하였고, 일상적인 영양소섭취상태를 평가하기 위해 24시간 회상법을 통하여 캠프참가 전날의 식이섭취 조사를 실시하였다. 대상자의 평균 연령은 13.9세로 남녀학생 간에 유의적인 차이가 없었으며, 신장은 남학생이 160.7cm, 여학생이 156.8cm였다. 체중, 체질량지수, 비만지수, 허리엉덩이둘레비 및 체지방 함량은 남학생이 각각 75.5kg, 29.1kg/$m^2$, 30.1, 0.89, 33.3%이었고, 여학생이 각각 67.8kg, 27.5kg/$m^2$, 25.3, 0.81, 34.6%였다. 영양소 섭취량에 대한 분석결과 열량의 경우 남학생이 2137.7㎉, 여학생이 2059.7㎉ 섭취수준을 보였으며, 총열량에 대한 당질, 단백질, 지질의 섭취 비율은 남학생 57:14:29, 여학생 60:13:26으로 남여학생 모두 총열량에 대한 지질의 섭취 비율이 높았다. 프로그램의 효과 평가를 위하여 남녀중학생을 모두 합하여 비교하였을 때 프로그램 실시 후 영양태도가 유의적으로 향상되었으며(p<0.001), 자아만족도 및 영양지식에 있어서는 유의적인 변화가 나타나지 않았다. 그러나, 성별로 분류하여 비교 시 남학생은 영양태도(p<0.01)와 영양지식(p<0.05)이 유의적으로 향상되었고, 여학생의 경우에는 영양태도(p <0.01)에서만 유의적인 향상을 나타내었다. 이상의 결과에서 2박 3일간의 청소년 캠프는 남녀 비만중학생에 있어 영양태도의 향상을 가지고 왔으며, 남학생의 경우에는 영양지식에도 유의적인 향상이 나타났다. 그러나 영양교육의 효과가 실제적인 영양소섭취 및 비만도의 변화에 영향을 미치는지를 알아보기 위해서는 지속적인 추적 관리를 통한 효과판정이 필요한 것으로 보여진다.

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