• Title/Summary/Keyword: 여가기능

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The Relationships among Smart phone Use Motivations, Addiction, and Self-control in Nursing students (일 대학 간호학과 학생의 스마트폰 이용 동기, 중독과 자기 통제력의 관계)

  • Cho, Meekyung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.311-323
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    • 2014
  • The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.

A Examination of the Characteristics and Development Processes of Recreation Forests in Korea (자연휴양림의 성격과 형성과정)

  • 하경량
    • Journal of the Economic Geographical Society of Korea
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    • v.5 no.1
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    • pp.105-119
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    • 2002
  • The purpose of the study is to examine the characteristic of recreation forest that has been rapidly developed and increased since late 1980's. Also, the process and spatial distribution of recreation forest is analyzed. For the analyses of the characteristic of recreation forest, the concept of recreation forest that has been researched and published is explored and examined. To explain the process and spatial distribution, recreation forest used by people at present is studied in terms of time and space. It is concluded that the characteristic of recreation forest serve as nature oriented forest as well as functions as recreational space and educational place on nature. The recreation forest also produces wood far economic purpose and gives owners economic benefit. Also the study leads us to the conclusion that the process of recreation forest is related to changes in leisure activity caused by shorter working hours and tourist behavior. Finally, from this study, we can conclude that natural and social conditions have an effect on spatial distribution as an important variable.

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The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation (실버세대를 위한 체감형 3D 게이트볼 게임 개발에 관한 연구)

  • Kang, Im-Chul;Joo, Jae-Hong;Kim, Beom-Seok;Yang, Yong-Dae;Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.572-582
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    • 2009
  • Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. 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 the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.

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A Guideline of Music Festival Experience Through Mobile Application (대형 음악 페스티벌 경험 향상을 위한 모바일 애플리케이션 디자인 가이드라인)

  • Chu, Eun Sun;Choe, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.26-36
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    • 2015
  • Recently, demands for leisure and performing arts are increasing. In perspective of enjoying culture away from every day life, interests for music festival are also growing. Music festival industry has been grown rapidly since the mid 2000s and it has become popular culture especially for younger generation. As music festival culture becomes popular, music festival becomes bigger and a number of participants are rising continuously. However, some services which music festivals provide are not interactive. So, it makes difficult users to feel festival experience and to satisfy. Although some festivals are trying to deal with things through mobile applications, those in the market showed weaknesses. Therefore, this study aims to suggest some improvements for music festival application through user research. As the result of user study, improvements and functions of music festival application were deducted.

A Study on Serious Game Contents for Silver Generation (실버세대를 위한 기능성 게임 콘텐츠에 관한 연구)

  • Lee, Hyun-Cheol;Joo, Jae-Hong;Yang, Yong-Dae;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.200-203
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    • 2009
  • 최근 전 세계적으로 노인 인구가 차지하는 비중이 갈수록 증가하고 있어 세계적으로 고령화는 미래에 우리가 직면하게 될 가장 큰 사회적인 문제로 대두되고 있다. 고령화 사회에 삶의 질을 향상하기 위해서는 고령자가 주체가 되어 생활환경의 설계를 위한 실버 운용 시스템의 구조적 변화의 방향성을 제시 할 필요가 있다. 이 과정에서 요구되는 사회적 커뮤니티는 실버세대에게 자신감과 즐거움을 제공하고, 삶의 질을 높이는데 중요한 역할을 할 것이며 기능성 게임 콘텐츠는 실버세대의 커뮤니티에 중요한 역할을 할 것이다. 본 논문에서는 실버 세대의 여가 활용과 건강 유지를 위해 조작이 용이한 인터페이스 기술을 이용한 기능성 게임 콘텐츠인 두더지 밟기 게임을 제안한다. 제안 방법은 단순한 UI와 무선 인터페이스 기술을 활용함으로써 게임 조작의 용이성을 확보할 수 있고 근력강화, 균형성 및 유연성 기능과 더불어 재미와 흥미를 유발할 수 있도록 하였다.

A Study on the environment of UCC making device (UCC 제작 도구 환경개선에 관한 연구)

  • Kim, Won-Sup;Yoo, Ye-Kyung;Lee, Yun-Jung;Shin, Eun-Sun
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.464-471
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    • 2007
  • 인터넷 환경의 변화와 관련 제반 기술의 발달로 인하여, 이전과는 달리 콘텐츠의 제작, 활용에 있어서 높은 사용자 참여도를 보여주고 있다. 이러한 변화는 여가 활동의 증가와 엔터테인먼트를 추구하는 인터넷 사용자의 목적과 맞물려 UCC(User Created Contents)가 중요한 요소로 부각되게 되었다. 이미 온라인과 오프라인상에서 사용자가 UCC를 제작할 수 있는 장비들과 다양한 도구들이 보편화 되어있다. 그러나 UCC와 관련된 프로그램 및 장비들의 기능과 플랫폼이 복잡해짐에 따라 사용자가 콘텐츠 제작에 있어 어려움을 겪고 있는 실정이다. 따라서 콘텐츠의 제작과 활용 측면에서 기능과 서비스를 자연스럽게 사용할 수 있도록 하는 통합적인 환경 제안과 발전 방향을 모색하는 것을 연구의 목적으로 삼는다. 본 연구의 방법으로는 콘텐츠를 제작하는 사용자를 대상으로 한 환경 조사 그리고 포커스 그룹 정성 조사를 통하여 현재 UCC제작 환경의 문제점을 도출하였다. 이를 기반으로 사용자의 니즈를 충족시키면서도 사용자 중심적인 통합적 UCC 제작 도구와 개발을 위한 가이드 라인을 제시한다.

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A case on building reuse of slaughterhouse (용도쇠퇴 도축장건물의 기능전환 재활용 사례 연구)

  • Yoon, Hye-Kyoung;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.63-66
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    • 2008
  • In urban planning and architecture, there has been emerging paradigm of regeneration, taking place of demolishing first, and new development next principle. Retrofit and remodeling, thereby, became important. The purpose of the research in to examine a reused space with new function. The target space was the former slaughterhouse in the ailing district of the Bologna City with ever increasing vandalism and fear caused by empty buildings, which was regenerated into a culturally affluent area, such as cultural facilities including cinema, gallery, art school cluster along with elderly club and child care center nearby. Through this regeneration, more affluent life opportunity was provided for citizens and local residents. This case study shows how old the building and interior space have been transformed to accommodate contemporary needs, while preserving historical features.

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Development of waterfront space to improve hydrophilic function (친수기능 향상을 위한 수변공간 개발방향)

  • Park, Chang Bum;Ahn, Seung Seop
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.455-455
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    • 2022
  • 경제적 발달과 사회적 성장으로 인한 도심지 하천과 호소와 같은 수변공간의 개발에 대한 시민의 요구는 다양화되고 높은 수준의 요구가 증가하고 있다. 도심의 수변공간은 도시내 다양한 사회생활과 사람간의 교류가 이루어지는 활동적인 공간이자. 정적이기도 한 다양한 기능을 가진 공간이다. 이러한 도시내 수변공간은 공간은 도시를 관류하는 하천을 중심으로 시민들의 일상적인 휴식과 산책, 여가 생활을 할 수 있는 공간으로 개발되어 왔다. 그러나 전국 주요 도시의 하천들이 수변개발을 통해 동일한 시설과 콘텐츠를 적용함으로써 하천의 다양성이 부족하였다. 수변공간의 개발은 1990년대 이후 도심하천중심의 조경하천으로 개발이 진행되었으며 수변공간 주변에 주거지역이나 상업지역이 들어서면서 기존의 도심 공간에 수변공간이 개발되어 시민의 접근성을 높이고자 하였다. 그러나 개발된 수변공간은 최근의 수변공간 개발은 시민들이 즐겁고 편안하게 즐길 수 있는 공간을 제공하고 지역의 특성을 살리는 방향으로 추진되고 있다. 현재까지 개발된 수변공간은 접근성과 공공성의 결여 주변여건과의 부조화 등이 문제점으로 제시되고 있다. 그럼에도 불구하고 많은 수변공간에서 관광, 축제, 일상휴식, 레저 등 다양한 목적과 기능으로 시민들이 활용하고 있다. 본 연구는 수변공간 개발을 위해 선행연구를 조사하여 문제점과 수변개발의 특성, 유형 등을 분류한 후 수변공간 개발 시 고려사항과 평가사항을 제시하였다.

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Lifestyle Needs and Trend of Smart-Home Technologies (라이프스타일 니즈와 미래 주택의 스마트 기능 개발동향 연구)

  • Kang, Eun-Jung
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.1-7
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    • 2018
  • A smart-home is considered as one of most important alternatives of future homes with rising attention on IT technologies. The purpose of the study was to analyse the trend of smart-home technologies and to see how they reflect changing lifestyle needs. The research method includes a content analysis and a case study. The result shows that 'automation' functions are 35% of total. 'Health'(19%) and 'entertainment'(15%) functions are followed by 'Energy'(15%), 'Information'(11%). and 'relationship(6%).' This study is meaningful in that it examined smart-home technologies centering on the needs of residents rather than technological perspectives. Further researches on specialized smart-homes should be continued reflecting segmented needs of residents such as a medical home and a energy saving home etc.