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Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

VR-based Hiking System that supports Real-time Field Condition (등산로 조건을 실시간으로 지원하는 VR 기반의 사이버 등산 시스템)

  • Ko, Dae-sik
    • Journal of Platform Technology
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    • v.6 no.4
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    • pp.78-86
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    • 2018
  • In this paper, a VR-based cyber hiking system was designed to provide virtual reality for famous mountains that can offer the real senses and feelings of hiking in supporting environmental factors of actual mountains such as the temperature, air, sound, echoes, etc., of the mountain the user wants to climb. The VR-based cyber hiking system that reflects real-time site conditions is largely consisted of the data collection module that collects data from the live site, multiple drive modules that enables the user to feel real senses using data from the sites, and sensor module to detect the stimuli provided by the drive modules and the user's physical body transition. Unlike existing VR-based hiking systems, the proposed cyber hiking system not only provides simple virtual reality for the wanted mountain, but can also provide the natural conditions of real mountains and implement the uphill and downhill of hiking routes. In particular, it has the effect of providing fun and game elements to users by excluding unnecessary conditions and risks that may arise in actual hiking and instead supporting augmented realities such as squirrels on actual hiking paths. In addition, in providing users with the changes in their body before and after hiking, it is expected to be effective in providing diverse feedback such as the height, gradient, and speed of mountain hiking.

The Analysis for 'Shrek' Based on Greimas Method (그래마스 방법론 기반 슈렉 분석)

  • Xia, Yang Xiao;Song, Seungkeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.185-186
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    • 2016
  • Animations are filled with emotional expressions of childlike innocence and fun, their dramatic plots and boundless imaginations have made them the focal points in a global context featuring industrialization and marketization, and people around the world like watching these animations. Animated adaptations are very common artistic phenomenons and cultural practices, and they have been one of central topics of theoretical discussions since the creation of animation films. Currently, the research on animated adaptations is mainly about case analysis, but from the perspective of methodology, there lacks a theoretical and systematic study on the adaptation and recreation of narrative text. This paper takes western narratology as the theoretical tool to do a systematic research analysis on the narrative adaptation of animation films, and it will involve the method and values of animated adaptation. This paper used to the method of 'Greimas' and to study the procedure of adaption from an origin to an animation. The paper found the success factors in animation through it.

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Structural Relationship among Health Concern, Leisure Sports Passion and Psychological Happiness for Simulation Golf Participants (시뮬레이션골프 참여자의 건강관심도와 여가스포츠열정 및 심리적 행복감의 간의 구조적 관계)

  • Seol, Su-Hwang;Ahn, Byoung-Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.7
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    • pp.317-326
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    • 2019
  • The study aimed to verity the relationship of between health concern, leisure sports passion, and psychological happiness on screen golf participants. The subject of study who adults were recruited from Seoul, Gyeonggi-do. I conducted frequency, reliability, confirmatory factor, correction, and structure equaling modeling analyses. The results were as follows: (1) health concern of screen golf participants had a positive influence on leisure sports passion(harmonious passion); (2) health concern of screen golf participants had a positive influence on leisure sports passion(obsessive passion); (3) health concern of screen golf participants had a positive influence on psychological happiness; (4) leisure sports passion(harmonious passion) of screen golf participants had a positive influence on psychological happiness; (5) leisure sports passion(obsessive passion) of screen golf participants had no influence on psychological happiness. The result is meaningful in that modern people who value health have sought ways to lead a healthy life by raising their athletic passion through the fun of simulation golf.

A Comparative study of the effect of optical illusion design in Magazine Advertisement (잡지광고에서 착시 디자인의 효과에 대한 비교 연구)

  • Li, Baitong;Kim, Chul-soo
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.215-228
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    • 2022
  • This paper aims to summarize and analyze the optical illusion designs in magazine advertisements. By giving questionnaires that compare print advertisements using the optical illusion design method and traditional print magazine advertisements without adopting the method, the paper performs a quantitative analysis of technical statistics along with a factor analysis of reliability and exploration using IBM SPSS 27.0. when designing through visual illusion expression methods, you can design from the perspective of visual impact and how the information contained in the product is expressed. While making full use of the characteristics of visual illusion, appropriate use of the combination of visual language and overall structure to maximize the brand The effectiveness of information transmission.

Irregular surface output using FDM (Fused Deposition Modeling) 3D printer (FDM(Fused Deposition Modeling) 방식 3D 프린터를 이용한 불규칙한 표면 출력)

  • Lee, Jung-Soo;Cha, Kyung-Chul
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.32 no.1
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    • pp.33-39
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    • 2022
  • As 3D printer-related patents expire and major technologies are disclosed, the price of 3D printers is dropping, creating an environment where you can easily find the product you want. In particular, the cheapest FDM (Fused Deposition Modeling) 3D printer is being used in various fields. The FDM method can be manufactured without collapsing of the shape only by attaching a support under certain conditions when outputting the shape. When printing a shape without a support, the irregular surface that occurs at a certain angle is a defect in the product, but it is considered that it can be used as another fun factor in terms of arts and crafts. In this paper, to obtain such an irregular surface, factors that can affect the output were controlled and only the output angle was tested as a displacement factor. As a result of the experiment, it was possible to obtain an irregular surface without the filament flowing down when printing at an angle of 62° to 70° from the vertical. Also, artificially irregular surfaces were applied to craft products.

The Effects of 'Single Life' Media Contents Viewing on Singlehood Culture and Leisure Lifestyles ('싱글 라이프' 미디어 콘텐츠의 시청이 비혼 의지와 여가활동 라이프스타일에 미치는 영향)

  • Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.235-246
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    • 2022
  • This study explored the effects of recent 'single life' media contents on the spread of singlehood culture for Korean youth. Extant research on the changing trends across present-centered vs. future-oriented lifestyles had focused mainly on demographic or sociological factors. "Lifestyle transforming (entertainment) reality contents" perspective suggests that reality contents revealing one's personal daily life provides not just entertaining enjoyment but also and more importantly meaningful life-changing experiences for viewers. Given the dependency of single household youth on media use, it is expected that 'singlehood life' media contents such as reality television and YouTube Vlog would have greater influence on viewers' own reality and lifestyles. Survey results indicate that viewership of 'singlehood life' contents showed significant impacts on youth viewers' identification and unmarriedness, as well as present-centered and future-oriented lifestyles. Theoretical and practical implications of these results were discussed.

Review of Family Planning / Health Integration Efforts and Evaluation Results in Korea (가족계획과 보건사업의 통합시도 및 평가결과)

  • Bang, Sook
    • Korea journal of population studies
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    • v.10 no.2
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    • pp.58-81
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    • 1987
  • The purpose of this study is to examine major factors that affect patterns of living arrangements of older Korean noncitizens in the United States using the 1990 8% Public Use Microdata Sample(PUMS). In order to do so, I analyzed the effects of four factors including acculturation(English proficiency and Age at migration), economic circumstances(Personal Income and Supplemental Security Income: SSI receipt), health status(Mobility and Personal care limitation), and the ethnic community. The results show that acculturation and economic circumstances play an important role in determining the patterns of living arrangements among older Korean aliens, whereas the health status and the ethnic community do not show consistent effects. Regardless of marital status, the impact of age at migration is positively associated with solitary living of older Korean noncitizens, though, the effect of English proficiency show the opposite direction in accordance with marital status. That is, among nonmarried elders, those who cannot speak English are more likely to live alone. The case is reverse for married elders. The impact of economic feasibility is also positively associated with independent living arrangements. Those who receive SSI are much more likely to live apart from family, and elders whose annual personal income between $5,001 and $10,000 have the greatest propensity of solitary living-a large proportion of their income source is SSI. Individuals who receive SSI are also qualified to collect Medicaid, food stamps, rent subsidies, and other welfare benefits. In a sense, the economic feasibility provided by welfare benefits is the key determinant of independent living of older Korean noncitizens. Therefore, the recent welfare reform which denies legal aliens welfare benefits such as SSI and food stamps will severly affect the present living arrangements of older Korean aliens, and give economic burden to their family member The findings also show that there are significant differences within the elderly Korean Americans in terms of demographics, income, fertility, health status, and patterns of living arrangements by U.S. citizenship status. In particular, after controlling for age at migration as a proxy for acculturation, there is a statistically significant variation in living arrangements between elderly Korean noncitizens and naturalized citizens. For both theoretical and methodological reasons, future research on minority aging needs to investigate the concept of U.S. citizenship status for its impact on patterns of living arrangements among the minority elderly.

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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.