• Title/Summary/Keyword: The Aged Digital Contents

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Design of Multimedia Information System for the Aged (실버형 멀티미디어 정보 시스템 설계)

  • Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.151-157
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    • 2008
  • This study aims to construct the aged portal sites based on multimedia DB on the basis of request for systematic collection and management of the aged-related specific information which are spreading and construct Multimedia Information System for the Aged by developing digital contents to offer the aged-related information. It also tries to construct ontology based information repository for the aged that includes on/off-line. It extracts semantic relationship of each information by analysing the aged information, knows the hierarchical structure of each vocabulary, and designs and constructs an ontology based repository by designing function of each agent through that. It has also developed a variety of information and digital contents, constructed a systematic multimedia DB for the aged welfare homes, developed web framework which makes automatic registration of the aged welfare homes possible, and designed in order to support the use state of enterprises/homes and statistics state.

A Study on the Awareness of the Middle Aged for the Digital home System and Well-being Apartment Design Elements (디지털홈 시스템과 웰빙아파트 계획요소에 대한 중년층 의식 연구)

  • Cho, Sung-Heui;Lee, Tae-Kyung
    • Journal of the Korean housing association
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    • v.18 no.2
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    • pp.93-103
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    • 2007
  • This study examined the awareness of the middle aged about the digital home system and well-being apartment design elements in order to suggest the design guidelines for planning of the elderly housing environment. By literature review, the concept and characteristics of the digital home system and well-being Apartment design elements were summarized the degree of satisfaction and preference of middle aged for these characteristics were investigated and analyzed. For this study, a questionnaire survey of 156 housewives living in apartment complex of Busan was carried out. The results of this study are as follows: The middle aged were generally short of recognition for digital skill and service, and also they showed positive evaluations to a few useful items of digital home system. These items belong under safety security system and interior environment control system and provided for convenient & comfortable life. Accordingly, satisfied digital home system can apply basic design element for housing for elderly. Whereas, the middle-aged were not satisfied with housework help system and cultural life system because items of these systems were not various and complicate to us. So, for the improvement of not satisfied digital home system, we needed development of digital contents and marketing & management for high accessibility and easy useability. The middle aged will concern about health & environment friendly continuously and become to stay long in their housing as the characteristics of elderly. So, It is necessary to be considered well-being apartment design elements of health & environment friendly very actively and lastingly in elderly housing environment design. Also, the awareness of middle aged for digital home system and well-being apartment design elements varied according to the background characteristics. This suggests housing environment for elderly life is considered differently as various background characteristics of middle aged.

The Future Direction of Information Literacy for the Aged in the Lifelong Learning : Centering on Gumi Senior Welfare Center (평생교육으로서 노인정보화 교육의 발전 방향 : 구미시 노인종합복지회관의 정보화교육을 중심으로)

  • Kim, Hwa Suk;Kim, Jin Wook;Chung, Kwang Sik
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.491-500
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    • 2014
  • The Internet is being used in daily life, information literacy for the aged is become necessary. For the aged, they can communicate with different age groups and can improve their lives as a component of the society through information literacy. In this paper, we first analyze the computer class of Gumi Senior Welfare Center of Gyeongsangbuk-Do and then present the questionnaire including their needs for education and their changes after receiving information literacy. We also give the future direction of information literacy for the aged. The results of this paper will be useful to improve the lives of the local aged.

Mobile SNS Application Accessibility Evaluation for the Disabled and the Aged (장애우 및 고령자 측면에서의 모바일 SNS 앱접근성 평가)

  • Hong, Mee-Hee;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.575-582
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    • 2012
  • Mobile SNS like facebook is famous as an app which users cooperate others and share information without regard to time and place. But it is necessary to evaluate the mobile app accessibility in view of the disabled and the aged to check if they get appropriate interface service to use such a popular app. Mobile app accessibility is an indicator of equal opportunity to mobile app for all users regardless of cognitive and physical attribute. Therefore, this paper evaluates accessibility of facebook and kakaotalk mobile SNS, apprehend the status of conform to the manual, and suggest an improving way, based on 'mobile application accessibility guideline' announced by government and 'mobile application (Android) accessibiliy checking manual(v1.0)' by National Information society agency.

Image Recognition and Clustering for Virtual Reality based on Cognitive Rehabilitation Contents (가상현실 기반 인지재활 콘텐츠를 위한 영상 인식 및 군집화)

  • Choi, KwonTaeg
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1249-1257
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    • 2017
  • Due to the 4th industrial revolution and an aged society, many studies are being conducted to apply virtual reality to medical field. Research on dementia is especially active. This paper proposes virtual reality based on cognitive rehabilitation contents using image recognition and clustering method to improve cognitive and physical disabilities caused by dementia. Unlike the existing cognitive rehabilitation system, this paper uses travel photos that reflect the memories of the subjects to be treated. In order to generate automated cognitive rehabilitation contents, we extract face information, food pictures, place information, and time information from photographs, and normalization is performed for clustering. And we present scenarios that can be used as cognitive rehabilitation contents using travel photos in virtual reality space.

Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

Effects of Using Convergence Digital Contents for High-Intensity Interval Exercise on Growth Hormone and Fatigue Elements in Middle Aged Women (융복합 디지털 콘텐츠를 활용한 고강도 인터벌 운동이 중년여성의 성장호르몬과 피로물질에 미치는 영향)

  • Baek, Soon-Gi;Min, Young-Sil
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.523-530
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    • 2015
  • This study was tested growth hormone and fatigue materials after eight-week high-intensity interval exercise to middle aged women (40's~50's women) who have been obesity without other disease. Two group of 20 candidates were randomly divided 10 persons as exercise group and control group. Exercise was conducted 8 weeks 4 days 35 minutes, before the study each group was checked vital sign for fatigue materials. It showed the following results. First, it has been increased growth hormone level after exercise program compared each group, significantly. Secondly, it has been decreased fatigue materials due to the high-strength interval workout for 8 weeks compared control as significantly. As a result, eight-week high-intensity interval exercise could be increased growth hormone levels by reducing fatigue and it might be preventing fatigue materials levels. We would suggest that high-strength interval workout for 8 weeks could have a positive effect for preventing and reducing fatigue and related disease, obesity.

A Study of MMOPRG Background Story based on Fantasy Theory (환상의 범주에 따른 MMORPG의 세계관 연구)

  • Ahn, Jin-Kyoung;Lyou, Chul-Gyun
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.349-356
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    • 2008
  • MMORPG which offers a utopian world that includes a different rule from the real to satisfy players' needs for escape from the real world has changed. In these days, MMORPGs which have a unique world than middle-age fantasy have appeared as a new experience field. This paper compares MMORPGs have a middle-aged fantasy background story like J.R.R. Tolkein with another types bases on fantasy theory and presents difference.

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The Validation Study of Korean Version of the Digital Addiction Scale for Children (한국판 아동용 디지털 중독 척도의 타당화 연구)

  • Jang, Sungho;Kim, Seohee;Lee, Dain;Shin, Sung-Man
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.840-850
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    • 2022
  • The purpose of this study is to translate The Digital Addiction Scale for Children(DASC) developed by Hawi, Samaha and Griffiths into Korean and to verify its validity. To translate and validate the original scale developed for 9-12 years old, 294 people aged 9-12 years who usually use digital devices, and exploratory factor analysis, confirmatory factor analysis, internal consistency, and validity analysis were conducted. In addition, reliability and validity analysis were conducted to confirm that this scale is a tool to measure the digital addiction of Korean children with high confidence level and validity. This study is meaningful in that it laid the foundations for related research by adapting and validating the digital addiction scale for children, which complements the limitations of the preceding measures, in accordance with the domestic situation in the situation where the digital addiction problem of children is getting serious.