• Title/Summary/Keyword: 여가산업

Search Result 198, Processing Time 0.027 seconds

Visual Information Tactile Transformation Display to Expand the Enjoyment of Art and Culture for the Blind (시각장애인 예술 문화 향유 확장을 위한 시각 정보 촉각 변환 디스플레이)

  • Sang-Don Lee;Ju-Hyeon Lee;Jae-Hyeong Hwang;Hyeon-Jung Hwang;Jae-Hun Lee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2023.11a
    • /
    • pp.996-997
    • /
    • 2023
  • 시각 장애인들의 시각 정보에 대한 낮은 접근성은 문화, 예술 활동에 큰 제약을 가져다 주고 있다. 실제로 시각 장애인 중 약 절반 이상이 문화, 여가생활에 만족하지 못한다고 답하였고 전시회, 미술품 감상 또는 관람 활동은 약 5%만이[1] 참여하고 있는 것으로 나타났다. 이러한 한계를 극복하기 위해 시각이라는 감각의 한계를 뛰어넘어 시각 미디어를 즐길 수 있게 하는 서비스를 제작하였고, 이는 크게 웹서비스인 web view editor와 물리적인 촉각 디스플레이로 구성된다. 시각 미디어인 이미지는 8×8로 나눠 각 영역을 OpenCV 라이브러리와 K-means clustering 알고리즘을 이용하여 9 level로 분류시키고, 구분된 level에 맞게 cell의 높낮이 차이를 두기 위하여 Arduino를 통한 회전-선형 변환기를 제작했다. Arduino의 PWM 기능을 이용해 모터의 속도와 방향을 제어하며, 각 모터의 드라이버는 Arduino와 연결되어 있어 모터의 회전을 제어하게 했다. 결과적으로 본 연구에서는 cell의 높낮이 차이를 9 level로 구분하여 시각 정보를 촉각으로 수용할 수 있는 장치를 제작하였고, 이 장치를 통해 기존의 시각 장애인들이 문화 생활을 쉽게 향유하고 이를 바탕으로 창의성과 상상력을 증대시켜 더욱 밀접하게 사회와 연결되고 소통 할 수 있는 기회의 초석이 되기를 기대하는 바이다.

Urban alienation and the just city (도시적 소외와 정의로운 도시)

  • Choi, Byung-Doo
    • Journal of the Korean association of regional geographers
    • /
    • v.22 no.3
    • /
    • pp.576-598
    • /
    • 2016
  • This paper is to reconsider some characteristics of philosophical discussion on alienation, especially focusing on Lefebvre's concept of alienation, and then to conceptualize a number of features of alienation in both industrial and postindustrial capitalist cities. The construction and development of modern city in industrial capitalism has brought about alienation from nature and from land(i.e. means of production), and in these contexts, has generated alienated labour of urban labourers, which has been deepened through development of modern technologies and divisions of labour. The transformation from industrial to postindustrial society can be seen not as alleviating but as further intensifying and expanding process of alienation. Urban alienation in postindustrial society has been spatially and temporally extended through processes of glocalization and of financialization with the development of credit system. It also has been widened to fields of consumption and leisure and to spheres of non-material production, and has get more deeply involved in capital circulation through built environment and landscape(or spectacles) of cities. Finally this paper is to re-examine briefly theoretical discussions on dealienation in order to conceptualize the just city for dealienation of labour and of urban space, in particular considering the concept of 'the right to the city' as practical strategy of urban dealienation, and to suggest further three kinds of justice for the just city, that is, justice for distribution, for production and for recognition.

  • PDF

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.817-822
    • /
    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

  • PDF

A Study on the Space Structure and Feature of Interior in the Passenger's Residential Place of a Cruise Ship in Chronological Order (시기별 크루즈 선박 승객거주구역의 공간구성 및 실내디자인 특성에 관한 연구)

  • 진달래;이규백
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.215-224
    • /
    • 2003
  • The cruiser trip which can have various experiences in a short time is growing as the best tourism package because there is less leisure time in contrast of the increased income in 21C. in other words, as the demand of the tourist goes up, the number of ships built newly is increasing. The order of the ship keeping first and second rank in Korea has arranged a long-term strategy in order to get into the global market with the cruiser with the high value added. They also set the objective related to the cruiser design and skillful construction work. We need to observe the change and trend of the cruiser with a care at this time when the cruiser industry is launched out. In this study, the cruiser industry is divided by four periods: the spring time, the depressed time, the developing time and the peak time, on the basis of the trend of the development and the change of space structure. In addition, it was analyzed in this study that there were the various trends such as the ratio, the structure and the type of the space as well as the interior plan in the passenger's residential place The aim of this study is to present the fundamental material about the interior plan to prepare for building the domestic cruisers in a foreseeable future.

  • PDF

The Correlation between Cognition, Depression and Leisure Activity of Elderly People (65세 이상 노인의 인지기능, 우울 및 여가활동 간의 관련성)

  • Lee, Jin-Wook;Lim, Gang-Hyun;Kim, Ha-Rin;Bang, You-Kyung;Lee, Ji-Young;Cho, Mi-Lim;Kim, Deok-Ju;Yang, Yeong-Ae
    • The Korean Journal of Health Service Management
    • /
    • v.8 no.1
    • /
    • pp.65-73
    • /
    • 2014
  • The purpose of this study is to analyze the correlation between cognition, depression and leisure activity in elderly people above 65 years of age, and to improve their health and quality of life by providing baseline data for occupational therapy intervention. This investigation was performed on 118 elderly people above 65 years of age who lived in local community and two senior welfare centers. In order to collect the data, we used MMSE-K, KDS, Questionnaire for leisure activity. The depression of elderly people was negatively correlated with their cognition(p<.01) and leisure activity(p<.001), whereas cognition was positively correlated with their leisure activity(p<.01). In conclusion, the correlation between cognition, depression and leisure activity of elderly people appeared statistically significant. Therefore, leisure activity program should be designed through additional research and effectively provided in nursing home and community senior welfare center to prevent depression increase and cognitive decline.

A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
    • /
    • v.17 no.12
    • /
    • pp.91-108
    • /
    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

The Effect of Retirement Attitude of Middle-aged Employees on Retirement Preparation and Job Satisfaction (중년직장인의 퇴직태도가 퇴직준비와 직무만족도에 미치는 영향)

  • Jung, Kyung-Hwa
    • Industry Promotion Research
    • /
    • v.6 no.1
    • /
    • pp.43-53
    • /
    • 2021
  • This thesis is a study to verify whether the attitude toward retirement perceived by middle-aged workers has a significant effect on retirement preparation and job satisfaction for middle-aged workers in their 40s to 50s working in Seoul and the metropolitan area. As a result, it was found that the forced frustration during the retirement attitude of middle-aged workers had a significant negative (-) effect only on the finances and family of retirement preparation. A new start was found to have a significant positive (+) effect on all sub-variables of retirement preparation. In the second hypothesis, the influence of job satisfaction, it was found that old-age breaks and new start of retirement attitude had a significant positive (+) effect on job satisfaction. As a result, it can be seen that the attitude toward retirement of middle-aged workers who are about to retire has a significant influence on retirement preparation and job satisfaction.

Analysis of the Utilization of Mobile Applications by Generation Z using Topic Modeling :Focusing on Users' Essay Data (토픽모델링을 활용한 Z세대의 애플리케이션 효용성에 대한 분석: 이용자의 에세이 데이터를 중심으로)

  • Park, Ju-Yeon;Jeong, Do-Heon
    • Journal of Industrial Convergence
    • /
    • v.20 no.1
    • /
    • pp.43-51
    • /
    • 2022
  • The purpose of this study is to provide basic information necessary for the establishment of mobile service marketing strategies, educational service development, and engineering education for Generation Z by analyzing the utilitization of various applications by Gen Z. To this end, 177 essays on mobile service usage experience were collected, major topics were analyzed using topic modeling, and these were visualized through word cloud analysis. As a result of the study, the main topics were related to 'transportation' such as movement and public transportation, 'personal management' such as schedule management, financial management, food management, 'transaction' such as checkout, meeting, purchase, 'leisure' such as eating out, travel, study, culture. Additionally, words such as time, thought, people, life, bus, information, confirmation, payment, KakaoTalk, and so on were found to have a high of frequency of use. Also, there was found to be a difference between topics by college. This study is meaningful in that it collected essays, which are unstructured data, and analyzed them through topic modeling.

Research Trends on the Subjective Well-being of the Elderly -Focused on Domestic Academic Journals (노인의 주관적 안녕감에 관한 연구동향 -국내학술지를 중심으로-)

  • Jum-Soon Kim;Sang-Ook Hong
    • Industry Promotion Research
    • /
    • v.8 no.2
    • /
    • pp.101-108
    • /
    • 2023
  • The purpose of this study was to analyze research trends on subjective well-being in the elderly. To this end, 49 academic papers (general characteristics, research subjects, number of researchers, research variables, and research methods) retrieved through RISS were classified according to criteria. One or two research papers have been steadily published starting with two in 1988, but a slight increase in 2009 and 2010, four each, and five in 2014, respectively. By sample size, 201 to 300 were the most frequent with 14 studies. Quantitative studies were the most common as a research method, but 2 qualitative studies and 2 longitudinal studies were identified through trend analysis. It was confirmed that there are many variables related to physical health such as leisure sports, physical activity, sports for all, dance sports, and mobility discomfort as research topics. The number of studies on the elderly should be increased, and the need for qualitative research to explore the life experiences and meanings of old age is suggested.

The Effect of Ukulele Performance on Stress and Daily Hassles and Life Satisfaction of Middle-aged Woman (우쿨렐레 연주활동이 중년여성의 일상생활 스트레스 및 삶의 만족도에 미치는 영향)

  • Oh, Kyung-Ho;Choi, Bae-Suk
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.7
    • /
    • pp.119-133
    • /
    • 2019
  • This study has researched the effect how ukulele performance of middle-aged women effects daily hassles and life satisfaction. This study has surveyed middle-aged women from 40 to 64 years old aimed at 300 members in ukulele performance club throughout the country using structured questionnaire. Collected data have been analyzed through multiple regression analysis and regression analysis of 3 steps with spss 22.0 statistical program. The analyzed results are as follows. First, the number of times and the period of playing the ukulele by middle-aged women have a negative effect on their daily hassles. Second, the number of times and the period of playing the ukulele by middle-aged women have a positive influence on their life satisfaction. Third, the period of playing the ukulele has a partial mediated effect on life satisfaction. The number of playing has a complete mediated effect on life satisfaction.