• Title/Summary/Keyword: Digital Leisure Culture

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Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

A Study on Design Trend of Next Generation Korean Electric Boat (차세대 한국형 전기보트 디자인 트렌드 연구)

  • Choi, Chool-Heon;Jang, Phil-Sik
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.407-412
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    • 2013
  • The design trend of leisure boat has been developed through interrelation of maritime culture and ships. We studied the design trend of leisure boat of several countries with advanced maritime culture and proposed digital design process of electric boat exterior that could reflect sensibilities of Korean customers. The result could be useful to domestic small and medium-scale shipbuilders currently face global financial recession and new challenge to focus on development of eco-friendly leisure ships.

The Impact of Social Support on the Relationship between Stress Levels and the Sustainability of Education of Adolescent Female Single-parent: The Moderating Effect of Leisure, Culture and Info-communication Cost (여성 청소년 한부모의 스트레스 수준과 학업지속 간의 관계에서 사회적 지원이 미치는 영향: 여가 및 문화, 정보통신비 지원의 조절효과)

  • Lee, Yoon-Jung
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.349-360
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    • 2021
  • The purpose of this study is to verify whether social support for single parents in leisure, culture, and info-communication areas has the moderating effect on the impact of stress situations on academic continuity in single parents. To this end, technical statistics and logistic analysis were conducted on 248 single parents who were pregnant or pregnant at the age of 18 or older and raised their children after childbirth. As a result, one out of every four beneficiaries were involved, increasing the possibility of academic continuation by adjusting the stress-induced tendency of single parents to stop studying due to leisure, culture, and information and communication expenses. These results show that leisure, culture, and information and communication support are effectively contributing to improving the academic sustainability of single parents who want to stop studying due to stress relief and stress. Therefore, it is necessary to strengthen leisure, culture, and social support in the information and communication sectors for the academic continuation of single parents of teenagers.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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New Conceptualization of Leisure Motivation: The Impacts of Leisure Motives on Selection of Leisure Activities (여가동기의 재구성: 여가동기에 따른 여가활동 선호)

  • Taekyun Hur;Cheongyeul Park;Hoon Jang;Sohye Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.135-153
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    • 2007
  • Previous research in leisure motivation has been limited in terms of its overwhelming interest in beneficial outcomes of leisure activities, its short of coverage on wide range of modern leisure activities, and its lack of cultural perspectives. In order to overcome those limitations, the present research conducted a survey in which motives to participate in 48 leisure activities and frequency and importance of the activities were assessed. We categorized 7 categories of leisure activities (skill-involved, social, personal hobby, goal-oriented, relaxing, digital, and voluntary) and 7 categories of leisure motives (achievement, intimacy, psychological comfort, sensation-seeking, secondary, self-promoting, and no-fun). On the basis of the categorizations, momentary leisure motives and individual differences of the leisure motives were conceptualized and tested as a preceding factor of selection of leisure activities. This conceptualization was discussed in its practical implication of leisure education, consulting, and policy.

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Digitization Of Education: Current Challenges Of Education

  • Osaula, Vadym;Parfeniuk, Ihor;Lysyniuk, Maryna;Haludzina-Horobets, Viktoriia;Shyber, Oksana;Levchenko, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.368-372
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    • 2021
  • The article identifies the features of the digital culture of modern society in the dynamics of its impact on the education sector, identifies the main directions of digitalization education, an objective analysis is presented, the possibilities of examination as a scientific assessment are determined "Digital reforms" of education, the role of traditional values of educational culture in expertise and improvement digital innovations in the education system, identified the main contradictions in the development of digital culture, to determine the directions of its improvement. The article describes the three main components of information technology as a complex of hardware, software and a system of organizational and methodological support; the description of analog and digital information technologies is presented. The authors list the most common multifunctional office applications and IT tools; the advantages of using IT in the educational process are highlighted.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

Contribution of the Free Learning Semester Programs of Public Library to Local Development: Focused on Cases of Busan City (공공도서관 자유학기제 프로그램의 지역발전 기여 - 부산지역 사례를 중심으로 -)

  • Yoon, Hee-Yoon;Kim, Gyoung Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.29-48
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    • 2019
  • The free learning semester system focuses on the activation of career education of middle school students as an educational policy that links career recognition in elementary school, career search in middle school, and career planning in high school. This system was fully implemented in 2016 and public libraries also provided various programs. This study analyzed the free learning semester system programs of public libraries in Busan city and demonstrated the contribution of local development. As a result, career and job search, career exploration and experience, and information literacy enhancement programs contributed to local knowledge culture, reading culture, learning culture, living culture and leisure culture. However, contribution of reading exhibitions, job experience, information literacy enhancement to the leisure culture and local economy were limited. Therefore, it is desirable that all libraries should add programs related to knowledge ecosystem structure, digital information gap, human healing, social environment issues, future job prospects, and provide information literacy programs.

Development of Reality Image Content Reflecting the Characteristics of Older Adults: Focused on the Implementation of Multi-Display Images (고령층 특성을 반영한 실감 영상 콘텐츠 개발: 멀티 디스플레이 영상 구현을 중심으로)

  • Dae-Hyuk Moon
    • Journal of Industrial Convergence
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    • v.21 no.7
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    • pp.1-8
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    • 2023
  • There have been more demands for the culture and leisure activity services in the industry friendly to older adults. Of these culture and leisure activities, the activity of their watching TV programs and online media content has been on the increase. High-resolution display devices have become popular and are cheaper than before, and hardware for realizing multi-dimensional images can be easily configured. However, it is not easy to view high-resolution multi-dimensional images that reflect the physical and mental characteristics of the elderly. It is expected that the results of this study contributes to developing a variety of content for older adults' culture and leisure activities with the use of reality image technology and promoting the industry friendly to older adults by developing.

A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.