• Title/Summary/Keyword: 여가경험

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The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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The Role of Poverty on Depression and Self-Rated Health of Older Adults Living Alone: The Mediating Effect of Social Participation (독거노인의 빈곤이 우울과 주관적 건강상태에 미치는 영향: 사회참여의 매개효과 분석)

  • Won, Seojin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.520-526
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    • 2020
  • This study aimed to address the effect of poverty on depression and self-rated health in older adults living alone in Korea. In addition, this study identified the mediating effect of social participation on the poverty-depression and poverty-self-rated health relationships. The researcher conducted a secondary data analysis using the 6th wave of the Korean Longitudinal Study on Aging. The final sample was 1,093 older adults living alone. Using structural equation modeling, standardized coefficients of each path were analyzed. Then, the statistical significance of the mediating effect of social participation was addressed via analyzing direct, indirect, and total effects. Results show that older adults under poverty were more depressed and had a lower level of self-rated health than their counterparts. Moreover, frequent participation in religious gatherings, social gatherings, and leisure activities decreased depression in older adults living alone. Moreover, religious gatherings, social gatherings, and alumni meetings were positively related to self-rated health om older adults living alone. Significant mediating effects appeared in poverty-social gathering-depression, poverty-social gathering-self-rated health, and poverty-alumni meeting-self-rated health relationships. Based on the results, the researcher also discussed implications for social work practice.

Style for the Consumer's Awareness and Purchase Behavior about the Forest Product (임산물 가공품 개발을 위한 인식 및 구매 행동 조사)

  • Lee, Eun Young;Yeo, Ga Eun;Lee, Ji O;Jeon, Yoowha;Cho, Mi Sook;Oh, Ji Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.77-87
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    • 2020
  • This study aims to suggest basic data for developing forest product in Jeongeup City by surveying and analyzing consumer awareness and purchasing behavior. A survey was conducted focusing on local tourist attractions in Jeongeup City, and the analysis was conducted on 234 people. Among the local specialty processed products that the survey participants had experience in purchasing, food was mainly tea, concentrate solution, liquor, snacks and fruit syrup/enzyme. The therapy was shown in order of soap, aroma oil, and lotion. It was found that the purchase cost was more than 10,000 won and less than 30,000 won. Major purchase uses were for direct use and gifts, and 56.8% of the customers were satisfied with the satisfaction of the products, which were found to be purchased because of their good quality, good gift, and good health functions. In the question of 11 kinds of forest products, the subjects were aware of bokbunja, balloon flower, wild flower, deodeok, bracken, durum, and mal, among which bokbunja and wild flower were recognized as the representative forest products of Jeongeup. A cluster of food and therapy product selection attributes was analyzed to find target consumers. As the group that is interested in forest products and values the safety and quality of products is highly recognized, the value of forest products should be increased in consideration of the quality and safety of forest products when developing products in the future.

Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games (게임 이용자의 환경이 게임 이용 및 과몰입에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.63-76
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    • 2015
  • The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.

The Effects of the Utilization of External Resources on the Technological Innovation Performance Along the Stages of Growth in Korean Ventures (준고령자의 직업능력개발훈련 실태 및 욕구특성에 관한 연구 - 직업군인 전역자를 중심으로-)

  • Park, Joong-Ho;Byun, Sang-Hae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.1
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    • pp.87-97
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    • 2012
  • This study empirically analyzed how technological innovation performance of venture business is affected by utilization of external resources, especially utilization of external cooperative network, government's policy funds and venture capital funds, using '2008 Venture Business Investigation'. This study further analyzed how the effect of utilization of external resources on technological innovation performance varies according to growth stage. Analysis results show that all variables related to utilization of external resources, i.e. external cooperative network, government's policy funds and venture capital funds, were observed as affecting positively to technological innovation performance. However, adjustment effect was not observed as statistically meaningful according to growth stage of venture business. Further analysis just observed that the effect on technological innovation performance at each growth stage varies according to type of utilization of external resources.

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Economic Valuation of Alternatives for Rehabilitation of Hydrologic Cycle Using Choice Experiments (다속성선택법을 적용한 물순환 건전화를 위한 대안의 경제적 가치추정)

  • Yoo, Jin-Chea;Kong, Ki-Seo;Lee, Kil-Seong;Chung, Eun-Sung
    • Proceedings of the Korea Water Resources Association Conference
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    • 2006.05a
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    • pp.254-258
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    • 2006
  • 경제발전 과정에서 급격한 도시화로 인해 건기의 하천 수량은 줄어들고, 비점오염 발생량은 증가하였으며 심지어 하천이 복개되고 직강화되어 홍수 피해 및 수질오염은 더욱 증가하고 있다. 다행히 최근 소득수준의 증가와 여가시간이 확대됨에 따라, 그 동안의 도시화와 산업화로 인한 오염된 하천을 다시 복원하려는 운동이 활발하게 진행되고 있다. 안양천은 이 같은 하천 중 가장 대표적인 하천 중 하나이다. 본 연구에서는 다속성선택법(CE: choice experiments)을 적용하여 안양천이 어떠한 속성을 갖고 있으며 각각의 속성에 대해 안양천 유역주민들의 사회적인 경험과 인식, 그리고 각 속성의 수준간의 상쇄관계(trade-off)를 고려함으로써 소비자선호에 근거한 한계가치(marginal value)를 추정하였다. 2차례에 걸친 예비조사를 통해 안양천이 가진속성을 홍수피해위험, 가뭄시 하천유량, 수질등급, 하천형태로 설정하였고 설문지 작성을 위해 개별 속성들간의 직교성(orthogonality)을 보장해 주는 주효과 직교설계(orthogonal main effects design) 방법을 이용하였다. 작성된 설문지를 이용해 안양천 유역 10개 지자체 거주민을 대상으로 설문조사를 실시하였고 설문조사 결과를 통해 추정된 각 속성에 대한 가구당 매월 한계지불의사액은 하류구간의 잠재적 홍수피해(PFD가 0.5)가 보통일 경우는 1,764.8원/월, 낮을(PFD가 0.5이하) 경우는 1,783.8원/월, 가뭄시 하천수가 목표유지유량보다 는 작지만 매말라 있지 않은 경우에는 1,496.8원/월, 가뭄시 하천수가 목표유지유량 이상 유지될 경우에는 2,274.9원/월, 수질 등급 3등급일 경우 1,721.5원/월, 수질 등급 2등급일 경우 1,764.4원/월, 하천둔치를 체육공원과 산책로를 조성할 경우 2,078.1원/월, 하천둔치를 자연친화형 하천으로 보존할 경우 2,441.7원/월으로 분석되었다. 또한 추정된 가구당 매월 한계지불의사액을 통해 각 지자체별 정책대안의 기대효과에 대한 편익을 추정하였다. 각 기대효과는 치수, 수량확보, 수질, 생태로서 각각의 기대효과에 대해 가장 높은 편익을 나타내는 것은 부천시의 하수처리장 건설로서 이는 매년 926.8억원의 편익이 발생되며 그 다음으로는 부천의 하수관거정비(역곡)로서 이는 매년 601.5억원의 편익이 발생하는 것으로 추정되었다.

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Needs Analysis of Distance Education Students for Using e-Textbooks on Smartpads (원격대학 학습자의 연령 및 성별에 따른 스마트패드용 전자교재에 대한 인식의 차이)

  • Ryu, Jeeheon;Jung, Hyojung;Moon, Jewong
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.594-603
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    • 2013
  • In this study, we analyzed the needs of open university students for e-textbooks by conducting focus group interviews (FGIs) and surveys in order to develop an e-textbook that is suited to their needs. The FGIs revealed that readability and portability of e-textbooks were the most important features for students. The surveys showed that of the 276 respondents who participated in the study, only a small number owned smartpads; however, a sizeable number of students intended on purchasing the device in the future. In addition, students' smartpad utilization, time spent reading e-books, and time allotted for studying as opposed to leisure and commercial use of social network services on the smartpad were examined. Students attached importance to the portability, weight, and price of the e-textbook; moreover, they considered the device's ability to support interaction in a variety of ways and rich multimedia resources to be an advantage. Finally, students also felt that e-textbooks should be less expensive than print textbooks; however, they were willing to pay a higher price, depending on the quality of the content.

A Study on the Establishment of Industrial Security Education Programs in Korea (한국 산업보안교육 프로그램의 정립에 관한 연구)

  • Choi, Sun-Tae;Yu, Hyeong-Chang
    • Korean Security Journal
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    • no.25
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    • pp.185-208
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    • 2010
  • This study is to suggest the current security education programs and improvement of industrial security curriculums in Korea. We live in a world of insecurity; the world is changing at an ever accelerating pace. Life, society, economics, international relations, and security risk are becoming more and more complex. The nature of work, travel, recreation, and communication is radically changing. We live in a world where, seemingly with each passing year, the past is less and less's guide to the future. Security is involved in on one way or another in virtually every decision we make and every activity we undertake. The global environment has never been more volatile, and societal expectations for industrial security and increasing if anything. The complexities of globalization, public expectation, regulatory requirements, transnational issues, jurisdictional risks, crime, terrorism, advances in information technology, cyber attacks, and pandemics have created a security risk environment that has never been more challenging. We had to educate industrial security professional to cope with new security risk. But, how relevant is a college education to the security professional? A college degree will not guarantee a job or advancement opportunities. But, with a college and professional training, a person has improved chances for obtaining a favored position. Commonly, Security education and experience are top considerations to find a job so far, also training is important. Today, Security is good source to gain competitive advantage in global business. The future of security education is prospect when one considers the growth evident in the field. Modern people are very security-conscious today, so now we had to set up close relevant industrial security programs to cope with new security risk being offered in colleges or several security professional educational courses.

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Changes and Factors of Suicide Rate by Region in Korea (한국의 지역별 자살률 변화와 요인 분석)

  • Lee, Yong-Jae;Kim, Kyung-Mi
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.51-61
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    • 2018
  • This study was conducted to propose regional policy for reducing suicide rate by confirming the change of local suicide rate for 10 years from 2005 to 2015 and the effect of change of local environmental factors influencing the change. The main results are as follows. First, the change of city, county, and province suicide rate in 10 years showed that the suicide rate decreased in order of military district, city area, and district. Second, in the case of economic factors, local suicide rate decreased as the local tax burden per capita increased, and as the financial self - reliance increased. Third, in the case of the social integration factors, the local suicide rate decreased as the ratio of the basic livelihood recipient decreased. In addition, local suicide rate decreased as the number of elderly leisure welfare facilities increased. Fourth, in the case of the social demolition factor, the region where the divorce rate is increased, the depression experience rate is increased, and the region where the rate of one person is increasing, the local suicide rate is increased. Therefore, it is expected that the local suicide rate can be reduced through efforts to improve the economic capacity of the whole region, social integration and reduction of the social disintegration phenomenon in the region.