• Title/Summary/Keyword: 디지털 여가

Search Result 362, Processing Time 0.025 seconds

Dysfunction of Digital Leisure of ICT Age and Educational Measurement (ICT 시대의 디지털 여가 역기능과 교육대책)

  • Kim, Myeong-Mi
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.8 no.12
    • /
    • pp.1979-1984
    • /
    • 2013
  • As digital leisure's activity increase recently, the worry for side effect except right function occurs with reality. In this paper, the importance of leisure, participation effect when someone has a chance to leisure is reviewed. The dysfunction of digital leisure that focuses on usage of the digital device in information society is examined. In order to solve those dysfunction, the measure is presented through education and convergence.

A Study on the Relationship between Digital Informatization Level and Leisure Life Satisfaction of Low Income (저소득층의 디지털 정보화수준과 여가 생활 만족도 간의 관계에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.29-36
    • /
    • 2018
  • As the digital informatization society deepens, the digital divide of the information - underprivileged becomes increasingly serious social problem. In this study, we analyzed the relationship between digital informatization capacity and satisfaction level of leisure activity in low - income class. For the analysis, we analyzed the relationship between digital informatization level and leisure satisfaction level of the low income class based on the results of the digital information gap survey in 2017. As a result, it was found that there was a positive relationship between digital access and leisure activity satisfaction, such as having a wired / wireless information device at low socioeconomic level and availability of Internet access at all times. Second, digital information capacity level and leisure satisfaction level such as PC usage ability and mobile digital device utilization ability have positive (+) relationship. Third, the level of digital information utilization, such as the use of fixed and mobile Internet, also showed a positive (+) relationship with the leisure satisfaction level of the low income class. This suggests that it is necessary to provide various supports to resolve the digital divide between the low income class and the general public.

New Conceptualization of Leisure Motivation: The Impacts of Leisure Motives on Selection of Leisure Activities (여가동기의 재구성: 여가동기에 따른 여가활동 선호)

  • Taekyun Hur;Cheongyeul Park;Hoon Jang;Sohye Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.13 no.4
    • /
    • pp.135-153
    • /
    • 2007
  • Previous research in leisure motivation has been limited in terms of its overwhelming interest in beneficial outcomes of leisure activities, its short of coverage on wide range of modern leisure activities, and its lack of cultural perspectives. In order to overcome those limitations, the present research conducted a survey in which motives to participate in 48 leisure activities and frequency and importance of the activities were assessed. We categorized 7 categories of leisure activities (skill-involved, social, personal hobby, goal-oriented, relaxing, digital, and voluntary) and 7 categories of leisure motives (achievement, intimacy, psychological comfort, sensation-seeking, secondary, self-promoting, and no-fun). On the basis of the categorizations, momentary leisure motives and individual differences of the leisure motives were conceptualized and tested as a preceding factor of selection of leisure activities. This conceptualization was discussed in its practical implication of leisure education, consulting, and policy.

  • PDF

Deriving Questions on the Evaluation Tools of Leisure Values for Senior Citizens: Based on the Delphi Survey (노인 여가 가치관 평가도구 문항 도출: 델파이 조사를 바탕으로)

  • Park, Da Sol;Yoo, Eun Young;Park, Ji-Hyuk;Hong, Ickpyo;Kim, Jung-Ran;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
    • /
    • v.11 no.1
    • /
    • pp.49-68
    • /
    • 2022
  • Objective : This study aimed to conduct a Delphi survey of occupational therapists with experience in elderly occupational therapy to derive items about the 'Elder Leisure Value Assessment Tool'. Methods : This study was conducted in two stages. The first stage was the collection of preliminary questions, and the second stage was the Delphi survey. In the first stage, a literature review and analysis of the 2019 National Leisure Activity Survey were conducted. The modified Delphi technique of the Delphi investigation was implemented in two rounds. Results : In the preliminary item collection phase, 39 items were selected for leisure value assessment and 45 were listed for the participating leisure activities. Subsequently, a Delphi survey of 25 professional groups resulted in 38 leisure value assessment items and 45 participating leisure activities. Conclusion : The questions drawn from this study are meaningful because they can identify specific leisure activities that the elderly participate in, as well as the various values that the elderly consider important when participating in such activities

미니랩 및 포토프린팅 시장 동향

  • Park, Ji-Yeon
    • The Optical Journal
    • /
    • s.103
    • /
    • pp.26-28
    • /
    • 2006
  • 국내에 처음 완전 디지털 미니랩 장비가 출시된 것은 불과 5년 전. 2001년부터 보급된 디지털 미니랩은 연평균 2배 이상의 성장을 기록하며 사진출력시장을 견인하고 있다. 관련 업계에 따르면 현재 국내에 보급된 미니랩 장비는 작년 말 기준으로 총 3400여대로 이중 디지털 미니랩이 차지하는 비율을 메이커마다 제시하는 수치에 있어 다소 차이가 있지만 대략 60% 정도인 2000여대로 추정된다. 올해는 남아있는 아날로그 사진관에 디지털기기보급의 마지막 해가 될 것으로 보이며 메이커들은 마지막 시장 선점을 위해 저가의 보급형 기종을 내세워 치열한 판촉경쟁을 벌일 것으로 보인다.

  • PDF

Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.19-30
    • /
    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

The Impact of Social Support on the Relationship between Stress Levels and the Sustainability of Education of Adolescent Female Single-parent: The Moderating Effect of Leisure, Culture and Info-communication Cost (여성 청소년 한부모의 스트레스 수준과 학업지속 간의 관계에서 사회적 지원이 미치는 영향: 여가 및 문화, 정보통신비 지원의 조절효과)

  • Lee, Yoon-Jung
    • Journal of Digital Convergence
    • /
    • v.19 no.9
    • /
    • pp.349-360
    • /
    • 2021
  • The purpose of this study is to verify whether social support for single parents in leisure, culture, and info-communication areas has the moderating effect on the impact of stress situations on academic continuity in single parents. To this end, technical statistics and logistic analysis were conducted on 248 single parents who were pregnant or pregnant at the age of 18 or older and raised their children after childbirth. As a result, one out of every four beneficiaries were involved, increasing the possibility of academic continuation by adjusting the stress-induced tendency of single parents to stop studying due to leisure, culture, and information and communication expenses. These results show that leisure, culture, and information and communication support are effectively contributing to improving the academic sustainability of single parents who want to stop studying due to stress relief and stress. Therefore, it is necessary to strengthen leisure, culture, and social support in the information and communication sectors for the academic continuation of single parents of teenagers.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
    • /
    • v.10 no.7
    • /
    • pp.245-251
    • /
    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

Information Analysis as Keyword of integrated IoT and Advanced Leisure Sport (IoT와 융합된 선진형 여가 스포츠 산업의 키워드 중심의 정보 분석)

  • Kim, Myeong-Mi;Kim, Ki-Man;Shon, Young-Woo
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.9 no.5
    • /
    • pp.609-616
    • /
    • 2014
  • Recently information industry has developed from IT into ICT. Among ICT area, M2M is evolving into IoT. As progress is being made in the IoT industry, people continue to try converging the IoT and other industries. One good example of such convergence is with sports industry. In this paper, we perform information analysis centered at keyword as a basic research for development of advanced leisure sports industry integrated with the IoT.

A Study on Leisure Activities for Workers -Focusing on a Cooking Category- (국내 직장인을 위한 여가활동 방안 연구 -요리 분야를 중심으로-)

  • Lee, Jaeeun;Kim, Seung-in
    • Journal of Digital Convergence
    • /
    • v.16 no.1
    • /
    • pp.305-310
    • /
    • 2018
  • The purpose of this study is to suggest a leisure activity for improvement of personal life and career of Korean workers. To do this, DIY was selected as a method of leisure activity that minimizes cost, time and space contraints. As a method of research, I did case study for investigating the characteristics of existing leisure activities. In addition, I examined the needs about cooking activity through an in-depth interview with 8 workers whose hobby is cooking. As a result, two essential elements were derived. First, it is necessary to establish a clear scope and content of the brand. Secondly, a platform for sharing activity is needed. This study is significant in that it suggests the way to improve leisure activity of workers. After this study, it is expected that it will help to spread leisure activities of workers through the design of leisure activities plan.