• Title/Summary/Keyword: 스마트폰 콘텐츠

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Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

A Study on Leisure Activities and Life Satisfaction of the Elderly in With COVID-19 Era (위드 코로나(With COVID-19)시대 노인의 여가활동과 삶의 만족도에 관한 연구)

  • Lee, Kyung A;Son, Hee Won
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.445-459
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    • 2022
  • This study presented a plan to improve the life satisfaction and leisure status of the elderly in the With COVID-19 era, and the life satisfaction of the elderly. For this purpose, we investigated life satisfaction and leisure life for 107 senior citizens at the Gyeonggi Senior Welfare Center, and the following results were obtained. First, it can be seen that overall life satisfaction was relatively lower after Corona than before. Second, in the correlation between leisure activity and life satisfaction, there was no significant correlation between the level of leisure activity and life satisfaction before Corona, and a significant positive correlation was found between the level of leisure activity and life satisfaction after Corona. seemed If alternative measures are proposed according to these results, first, it is necessary to seek ways to improve and manage the environment for the elderly in the with Corona era in the local community. In particular, in order to reduce the adaptation gap among the elderly due to the many changes in digital technology, institutions related to the elderly are providing education on how to use smartphones and kiosks, but it needs to be expanded as a community-wide measure. Second, a systematic system for health care for the elderly in the era of With Corona must be provided. Third, the old-age income security system and support are required so that the minimum living security is guaranteed for the elderly who are experiencing economic difficulties due to the corona virus. Fourth, it is necessary to revitalize programs related to talking to the elderly and counseling for the improvement of relationships and location satisfaction due to social distance and relationship atrophy due to Corona.

Direction To Propel Efficient National Highway ITS According to Public and Private Traffic Information Sharing (공공 및 민간 교통정보 공유에 따른 효율적인 국도 ITS 추진방향)

  • Yoon, Young-Min
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.526-534
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    • 2022
  • In August 2014, the Ministry of Land, Infrastructure, and Transport (MOLIT) devised an innovative ITS measure in which private and public sectors share roles to maximize investment efficiency and effectiveness in collecting and offering traffic information that had been separately implemented by the state and private sector. The main details of the innovative measure include the following: For communication information, the information collected by the private sector is used, and the state concentrates on safety-related information collection, such as unexpected situations, including construction, accidents, and deteriorating weather conditions. Consequently, safety-related information is offered in real-time through smartphones and navigation, in addition to electric road signs that have limitations in providing unexpected real-time situations due to installation at specific spots. This study presented a connected traffic information priority coordination plan to improve the accuracy of traffic information offering by analyzing problems of related traffic information, including a general national highway case study to enhance the efficiency of national highway ITS implementation, according to actual public-private traffic information sharing. In addition, this study reviewed whether to operate or demolish the information collection equipment by analyzing traffic volume level and availability of related traffic information in the existing ITS operation sections and presented ITS collection equipment installation judgment standards based on the cases concerned.

Development of Educational Materials as a Card News Format for Milk Intake Education of the Elderly in Korea (노인 대상 우유 섭취 교육을 위한 카드뉴스 개발)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.1-16
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    • 2022
  • This study was performed to develop educational materials in the form of card news that can be easily accessed on mobile phones or the Internet for milk intake education of the elderly based on the scientific evidence and their needs. The themes included in the card news were selected based on the literature and focus group interviews with 10 elderly individuals (78.10±6.66 years old). For the selected themes, information that elderly users most want to know was selected for the purpose of effective communication, while reflecting the eating habits, lifestyle, living environment, and nutrition and health status of the elderly in Korea. The draft of the card news was reviewed by the researcher, consulted by experts, and surveyed with 50 elderly individuals (70.44±5.16 years old). Based on the results of the review, consultations, and the survey, a final draft of the card news consisting of 12 pages was completed. The card news of the present study is expected to be an effective educational material considering the high level of satisfaction (higher than 4 on the 5-point scales) indicated by the survey respondents. Therefore this card news is expected to help increase milk intake through friendly milk education for the elderly.

Improvement Mechanism for Automatic Web Vulnerability Diagnosis (웹취약점 자동진단 개선방안)

  • Kim, Tae-Seop;Jo, In-June
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.125-134
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    • 2022
  • Due to the development of smartphone technology, as of 2020, 91.9% of people use the Internet[1] to frequently acquire information through websites and mobile apps. As the number of homepages in charge of providing information is increasing every year, the number of applications for web vulnerability diagnosis, which diagnoses the safety of homepages, is also increasing. In the existing web vulnerability check, the number of diagnostic personnel should increase in proportion to the number of homepages that need diagnosis because the diagnosticians manually test the homepages for vulnerabilities. In reality, however, there is a limit to securing a web vulnerability diagnosis manpower, and if the number of diagnosis manpower is increased, a lot of costs are incurred. To solve these problems, an automatic diagnosis tool is used to replace a part of the manual diagnosis. This paper explores a new method to expand the current automatic diagnosis range. In other words, automatic diagnosis possible items were derived by analyzing the impact of web vulnerability diagnosis items. Furthermore, automatic diagnosis identified possible items through comparative analysis of diagnosis results by performing manual and automatic diagnosis on the website in operation. In addition, it is possible to replace manual diagnosis for possible items, but not all vulnerability items, through the improvement of automatic diagnosis tools. This paper will explore some suggestions that can help improve plans to support and implement automatic diagnosis. Through this, it will be possible to contribute to the creation of a safe website operating environment by focusing on the parts that require precise diagnosis.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Research on Korea Mythology in Korea Subculture Contents (한국 서브컬처 콘텐츠에서 한국 신화에 대한 연구)

  • Yun, Young-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.553-578
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    • 2015
  • The Korean society was forcefully merged with the invasion of Japan in 20th century, and traditional culture of Korea was damaged severely by colonization from Japan. After liberation, Korean society experienced drastic social change with Korean War, and industrial economy and democratic system developed as modernization and democratization occurred. However, Korean traditional culture dissolved more severely as Korean society developed industrial economy and democracy. As criticism of existing Western center of society and the emphasis of cultural identity of non-western regions and third-world, world society preferred exchange of culture of diverse nations and people with each other in advent of postmodernism thoughts in mid-late 20th century. If the cultural identity of Korea was dissolving meanwhile, it was needed to be recovered again. Despite the research in Korean history, language, art, architecture was performed to recover cultural identity of Korea, it did not go in-depth with Korean mythology, for Korean mythology is considered as superstition or savage. Mythology shows subconscious group psychology of people who live in certain specific region. Studying Korean mythology is one of the ways to rediscover cultural identity of Korea. In order for Korean mythology to be known to many people, its stories should be told by media. There were movies, plays, drama, and novels produced based on existing Korean mythology as introduction, then these mythical stories are appear in subculture contents such as recent comics, animation, webtoon, games, and light novels. Then population of game players and webtoon readers increased as dissemination of PC and smart phones, and increasing market scale of subculture contents increased a population of consumers of comics, animation, and light novel. Consumers of sub-culture contents were interested as many of these contents were created, base on Korean mythology. Therefore, this paper is written as research on Korean mythology and its signification in sub-cultural contents which were produced base on Korean mythology.

A survey on the utilization practice and satisfaction of users of food and nutrition information (정보이용자의 식품영양정보 이용 실태와 만족도)

  • Kim, Inhye;Park, Min-Seo;Bae, Hyun-Joo
    • Journal of Nutrition and Health
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    • v.54 no.4
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    • pp.398-411
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    • 2021
  • Purpose: The objective of this study was to investigate food and nutrition information utilization practices of adults aged between 20 and 30 years to provide the basic data for developing customized content. Methods: Statistical analyses were performed using the SPSS program (ver. 24.0) for the 𝛘2-test, t-test, one-way analysis of variance, and Duncan's multiple range test. Results: Of the 570 subjects surveyed, 45.4% were men, 54.6% were women, 66.3% were in their 20s, 33.7% were in their 30s, 41.4% were single-person households, and 58.6% lived with their families. On average, 14.2% of televisions (TVs), 26.0% of personal computers (PCs), and 63.7% of smartphones were used for more than three hours per day. 30.9% of respondents searched for food and nutrition information more than once a week. 70.0% of the respondents had then applied the information in real life and 54.7% of the respondents said they would share information with others. Information retrieval rate was in the order of 'restaurant (64.8%)', 'diet (57.5%)', and 'food recipes (55.7%)'. Overall satisfaction with food and nutrition information averaged 3.33 on a five-point scale. Satisfaction score was in the order of 'enough description and easy to understand (3.43)', 'matching title and content (3.35)', and 'providing new and novel information (3.22)'. Satisfaction scores were significantly higher in the group that searched for information (p < 0.001), the group that used the retrieved information in real life (p < 0.001), and the group that conveyed this information to others (p < 0.001). Conclusion: To improve information user satisfaction, it is necessary to provide customized information that fits the characteristics of information users. For this purpose, it is necessary to continuously conduct surveys and satisfaction evaluations for each target group.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.