• Title/Summary/Keyword: 여가기능

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Tendencies toward Game Addiction in the Group of Adolescents with Highly-educated Parents (고학력부모를 둔 청소년의 게임중독 성향)

  • Kim, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.184-197
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    • 2013
  • The purpose of this study is to research the reason of higher tendencies toward game addiction in the group of adolescents with highly educated parents than the group of adolescents with non-highly educated parents. The results show that the variables affecting adolescents' game addiction in the group of adolescents with highly educated parents are very different with those in the group of adolescents with non-highly educated parents. In the group of adolescents with highly educated parents, most of variables related to family function and communication types are not significantly affecting game addiction, while they are affecting in the group of adolescents with non-highly educated parents. This indicates that highly educated families might have particular family system related to stratification culture.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

Exploring the value of marine sports as a sport for all (생활체육으로서 해양스포츠의 가치 탐구)

  • Cheung, Young-Kyu;Lee, Hyung-il
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.309-315
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    • 2018
  • As the participation in marine sports activities has increased according to the increased national income, changes in lifestyle, etc., this study explored various values and possibilities towards a sport for all, which are inherent in marine sports, through the literature research with respect to leisure activities, sport for all, and marine sports. As a result of study, marine sports include the functional values, such as leisure satisfaction and welfare function, as a tool to improve the quality of life, which the sport for all may have, and not only have a positive impact on individual lives, but further, can also contribute to raising the level of social well-being. Marine sports are directly experienced physical activities utilizing nature and importantly functioning in human beings' understanding nature; especially, it could be found that they have the high emotion-educational value which could make the right personality formed for the adolescents in modern society, whose unrealistic leisure activities account for the most part of their leisure time. These results suggest that marine sports contain sufficient positive values and possibilities as a sport for all, and the value as a sport for all could be realized which marine sports may have through active participation.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Development of Brain Training Game Contents and Research Preferences for Silver Generation (실버세대를 위한 두뇌훈련 게임콘텐츠 개발 및 선호도 조사)

  • Joo, Jae-Hong;Lee, Hyun-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.413-414
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    • 2011
  • 본 논문에서는 실버세대의 여가활동 및 두뇌훈련 위한 기능성게임콘텐츠를 제안한다. 두뇌훈련 게임은 기억력 훈련, 집중력 훈련, 시공감각 훈련과 판단력 훈련으로 6종의 게임콘텐츠로 구성되어 있으며, 실버세대들이 사용하기 쉬운 인터페이스와 실버세대의 게임에 대한 공감대 형성과 쉬운 접근을 위하여 춘향전을 각색하여 게임 시나리오로 적용하였다. 게임콘텐츠에 대한 평가 및 선호도 조사, 기능성게임콘텐츠 종목 발굴을 위해 401명을 대상으로 게임을 체험한 후 설문조사를 실시하였고, 결과를 토대로 선호도 및 기능성 게임 개발 시 요구 사항을 분석하였다.

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한국수자원공사의 댐 시설물 유지관리

  • 김범주;박한규;신동훈;박동순
    • Geotechnical Engineering
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    • v.20 no.7
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    • pp.6-15
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    • 2004
  • 댐은 생활 공업 농업용수의 공급, 전력생산, 홍수조절 및 여가활용공간 제공 등의 중요 기능을 하는 국가의 기간시설물임과 동시에 대홍수 혹은 지진 등에 의해 시설물에 위해가 발생했을 경우 커다란 인명과 재산피해를 가져올 수 있는 재난시설물이기에 이를 효율적으로 건설, 관리하는 일은 무엇보다 중요한 문제이다. 특히 최근 엘리뇨 라니냐 현상 등에 의한 기상이변은 댐 시설물의 안전 및 운영에 대하여 관심을 갖게 하는 중요한 요인이 되고 있다.(중략)

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설계서 검토에서 나타난 문제들

  • Kim, Ju-Beom
    • Journal of the Korea Construction Safety Engineering Association
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    • s.20
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    • pp.56-59
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    • 1996
  • 다년간 설계성과품인 설계서를 검토할 기회가 많이 있어 그동안 검토하면서 설계가 미비하거나 기능에 맞지 않은 사항들에 대하여 많은 설계자들에게 알려야 되겠다고 마음을 먹었으나 막상 쓰겠다고 펜을 들었다가는 놓고 하기를 여러번 되풀이 하다가 각중에 원고를 써 달라는 부탁에 선뜻 대답은 해놓고나서도 차일피일하다가 용기를 내어 현실적으로 쉽게 일어나는 문제점 10여가지에 대하여 소견을 적어 보았다. 전문분야가 토질이기에 흙에 대한것만 실제에 부합되도록 기술하였는 바 업무에 참고가 되면 다행이겠다.

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A Study on the Value as Tourist - resource of Cave (동굴의 관광자원으로서의 가치)

  • 유영준
    • Journal of the Speleological Society of Korea
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    • no.49
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    • pp.31-43
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    • 1997
  • 현대인들은 다양한 관광과 여가의 개념을 갖고 있기 때문에, 주말이면 각 고속도로의 톨게이트는 상ㆍ 하행선이 번갈아 복잡해지는 현실에 처해 있다. 또한 관광의 개념도 바뀌어져 새로운 복합적 관광자원을 관광의 대상으로 삼고 있다. 따라서 이런 복합적인 기능을 가진 관광자원인 동굴의 가치를 살펴보는 것이 본 연구의 목적이다. 연구 결과 동굴은 자연 관광자원과 인문 관광자원으로서의 특징을 모두 갖춘 복합적 경관을 갖고 있기 때문에 ‘복합 관광자원’ 으로서의 구분할 수 있다. 이런 동굴의 특징은 예술성(지하 경관의 신비성), 종교성(원시종교의 유적성), 유용성(동굴 탐험장ㆍ 핵 폐기물 처리장), 학문성(지구과학ㆍ동굴학ㆍ관광학)으로 요약할 수 있다.

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Mobile contents review- ‘나는 남들과 달라!’ 톡톡 튀는 콘텐츠로 개성 표현하기

  • Im, Yeong-Mo
    • Digital Contents
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    • no.6 s.133
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    • pp.96-99
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    • 2004
  • 휴대폰의 1차 용도는 당연히 통화라고 할 수 있다. 가장 좋은 휴대폰은 모 이동통신사의 예전 CF에서처럼‘언제 어디서나 때와 장소를 가리지 않고 잘 터지는’것이다. 이러한 주된 용도 부분이 어느 정도 선까지 만족스러운 상황이 되고 나면, 차별화에 대한 소비자의 니즈가 발생하게 된다. 먹고사는 데 그리 크게 문제가 되지 않는다면 여가를 어떻게 보낼 것인지가 관심사가 되는 것과 마찬가지로, 통화 면에서 특별히 문제가 없다면 다른 용도로 사용할 수 있는 방안은 무엇일까 하고 찾게 되는 것이다. 이번 호에서는 차별화를 통해 별도의 시장을 키워가는‘전달 기능’의 콘텐츠에 대해 살펴보려 한다. 통화 목적이 아닌 다른 용도에서의 정보 전달이라는 측면을 어떤 식으로 구현하는지 보면 또 다른 시장이 보일 것으로 생각한다.

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Exploring Ways Toward Development of Kyungrodang: Focusing on the Characteristics of the Elderly Based on the Types of Kyungrodang Participation (경로당 발전방안 탐색: 경로당 이용경험에 따른 노인들의 특성을 중심으로)

  • Yoo, Seong Ho
    • 한국노년학
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    • v.29 no.4
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    • pp.1463-1478
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    • 2009
  • The purpose of this study is to investigate the characteristics of the elderly based on the types of Kyungrodang participation and explores ways toward development of Kyungrodang. A national sample data, collected by the Korean Institute for the Health and Social Welfare in 2004 is analyzed by employing Chi-Square test of independence, ANOVA, and multiple logistic regression(n=3,005). A significant difference is noted in age, area, and socioeconomic status among the elderly based on the types of Kyungrodang participation. The results show that those elderly living in rural areas with older and lower socioeconomic status are more likely to participate at Kyungrodang, whereas, elderly living in urban areas with younger and higher socioeconomic status are less likely to participate at Kyungrodang and discontinue to use the services. Although there is a difference between the gender, the most significant reason for not using and discontinuing Kyungrodang is because the elderly can not get along with the other participants. In other words, the major problem that needs to be solved is to socializing and providing service programs satisfying all participants. Based on the results and recent socioeconomic changes of the older population, some policy issues are suggested for the development of Kyungrodang.