• Title/Summary/Keyword: 게임만족도

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How Socio-economic Factors, Relationships, Daily Life, and Future Orientation Affect Happiness for College Students (대학생의 행복에 영향을 미치는 사회경제적 요인, 관계, 일상생활, 미래지향성에 관한 연구)

  • Jung, Jeaah;Lee, Song Yi;Shim, Tae Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.237-249
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    • 2017
  • This research aims to gain a better understanding of college students' thoughts on what factors make them happy and contribute to enhancing their happiness. We focused on the relationship between their self-assessed happiness and various factors affecting happiness, such as their socio-economic status, relationships with others, future orientation, and daily activities. Survey data were collected from October, 2014 to December, 2014 at a South Korean University. The final total number of respondents was 474 from 500 distributed questionnaires, after excluding 26 responses with missing values and unanswered items. The response was comprised of 247 male students, and 227 female students, and of 268 freshmen, 145 sophomores, 35 juniors, and 26 senior students. Factors that were statistically significant were gender, year, average cost of leisure, appearance satisfaction, conversation hour with parents, having girlfriend/boyfriend, sexual experience, number of friends, satisfaction with major, Grade Point Average (GPA), studying hours, time for self-improvement, reading hours, use of smart phone hours, number of daily meals, exercise hour, schedule management and future goal setting. This research was conducted utilizing only data from one university and so it may not be appropriate to generalize the results. Moreover, some of the variables are not in line with previous studies on happiness. Some other mediating variables may exist. Therefore, following research should be conducted.

비만 중학생에서 캠프 프로그램을 이용한 영양교육 효과

  • 승정자;성미경;최미경;김미현;이윤신;조혜경;김경희
    • Proceedings of the KSCN Conference
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    • 2003.11a
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    • pp.1061-1062
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    • 2003
  • 현대사회에서 청소년기에 발생하는 영양문제 중 가장 빈번히 나타나는 청소년기 비만은 성인 비만으로 이행되기 쉬우며, 당뇨병, 지방간, 고혈압과 같은 각종 성인병의 발생과도 관련이 있다. 또한 체형에 대한 관심이 증가하고 있는 현대사회에서 편견의 대상이 됨으로 인한 심리적 장애를 발생시키기도 한다. 이에 따라 비만인의 체중조절을 위한 다양한 교육프로그램들이 실시되고 있는데, 현재까지의 실시되고 있는 프로그램들은 강의식교육이 주류를 이루고 있어 적극적인 교육효과를 이끌어 내는데 많은 한계점을 가지고 있었다. 이에 본 연구자들은 지역보건소를 중심으로 2박 3일간의 청소년 캠프 프로그램을 통하여 VTR감상, CAN-Pro를 이용한 섭취 식단의 평가 및 영양상담, 영양뷔페, 역할극, 다양한 영양지식 응용게임, 일상생활에서 활용가능 한 운동교육, 비만의 원인과 건강과의 관련성 및 식사요법 등에 대한 강의를 실시하였다. 캠프 참가자들은 부천시에 거주하는 중학생으로 사전에 신장과 체중에 대한 조사를 바탕으로 비만으로 판정된 총 42명(남 28명, 여 14명)으로 하였다. 캠프 시작전과 후에 설문조사를 통하여 영양지식, 영양태도, 자아만족도에 관한 조사를 실시하여 프로그램 직후의 효과를 판정하였고, 일상적인 영양소섭취상태를 평가하기 위해 24시간 회상법을 통하여 캠프참가 전날의 식이섭취 조사를 실시하였다. 대상자의 평균 연령은 13.9세로 남녀학생 간에 유의적인 차이가 없었으며, 신장은 남학생이 160.7cm, 여학생이 156.8cm였다. 체중, 체질량지수, 비만지수, 허리엉덩이둘레비 및 체지방 함량은 남학생이 각각 75.5kg, 29.1kg/$m^2$, 30.1, 0.89, 33.3%이었고, 여학생이 각각 67.8kg, 27.5kg/$m^2$, 25.3, 0.81, 34.6%였다. 영양소 섭취량에 대한 분석결과 열량의 경우 남학생이 2137.7㎉, 여학생이 2059.7㎉ 섭취수준을 보였으며, 총열량에 대한 당질, 단백질, 지질의 섭취 비율은 남학생 57:14:29, 여학생 60:13:26으로 남여학생 모두 총열량에 대한 지질의 섭취 비율이 높았다. 프로그램의 효과 평가를 위하여 남녀중학생을 모두 합하여 비교하였을 때 프로그램 실시 후 영양태도가 유의적으로 향상되었으며(p<0.001), 자아만족도 및 영양지식에 있어서는 유의적인 변화가 나타나지 않았다. 그러나, 성별로 분류하여 비교 시 남학생은 영양태도(p<0.01)와 영양지식(p<0.05)이 유의적으로 향상되었고, 여학생의 경우에는 영양태도(p <0.01)에서만 유의적인 향상을 나타내었다. 이상의 결과에서 2박 3일간의 청소년 캠프는 남녀 비만중학생에 있어 영양태도의 향상을 가지고 왔으며, 남학생의 경우에는 영양지식에도 유의적인 향상이 나타났다. 그러나 영양교육의 효과가 실제적인 영양소섭취 및 비만도의 변화에 영향을 미치는지를 알아보기 위해서는 지속적인 추적 관리를 통한 효과판정이 필요한 것으로 보여진다.

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The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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A Study on the Job Satisfaction Influence Factors of Casino Employees -Focused on the casino at KangwonLand- (카지노 종사원의 직무만족 영향요인에 관한 연구 -강원랜드 카지노를 중심으로-)

  • Kim, Soo-Jin;Son, Jae-Young
    • Korean Business Review
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    • v.23 no.2
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    • pp.115-132
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    • 2010
  • Kangwonland has been the only domestic casino and movement in casino industry has not been notable, but if more domestic casinos open in the future, it is inevitable those casino workers will move for the better remuneration and working condition. In this situation, in order to keep the previous customers and create new ones, we need to realize the importance of workers who lead customers' satisfaction. For this purpose, we need to find out the influential factors which affect the job satisfaction of the workers and try to turn the worker's satisfaction into good customer service. Despite the importance of casino workers, previous researches about casino industry focused only on economic effects, and there was few systematic research about the casino workers considering their job characteristics who provide services to customers in field. Therefore, this research aims to grasp influential factors of job satisfaction of casino dealers, analyze satisfaction and find out the ways to enhance the satisfaction. This will eventually help profit maximization of the casino company by improving the service quality. For this purpose, research was conducted whether job itself, relationship with the supervisors, promotion, remuneration, working environment affect the job satisfaction of the employees meaningfully and whether job satisfaction changes according to demographic characteristics.

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A Study of the Next Generation Ubiquitous Flight Information System and a Design (차세대 유비쿼터스 비행정보 시스템의 연구와 설계)

  • Park, Wan-Soon;Yang, Hae-Sool
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.221-230
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    • 2008
  • We Studied current Flight Information System everyone employing, and this paper designed a next generation Ubiquitous Flight Information System. Studied a Ubiquitous Flight Information System regarding AVOD, game TV, cellular phone, cabin Internet use for a customer, and airline and control of Air Traffic Service, Air Traffic Control, in seat reservation, transportation, ticketing and luggage back-tracking and airplanes in earthly service. We Designed for a Next Generation Ubiquitous Flight Information System and for necessary for network security, system security of information security system, and derived from comparative analysis of improvement point and difference to existing Ubiquitous Flight Information System and Next Generation Ubiquitous Flight Information as was based on result of research. Present vision to aerial the result of research world of this paper related industry, and ensure safety and communication efficiency and a customer and flight satisfaction, efficiency, and will reclaim the new horizon to the Flight Information Industry.

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A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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Performance Measurement of Residential Broadband Network with Monarch (Monarch를 이용한 주택내 초고속 인터넷망의 성능 측정)

  • Choi, Soon-Byoung;Lee, Young-Seok
    • Journal of KIISE:Information Networking
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    • v.36 no.5
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    • pp.369-375
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    • 2009
  • Residential broadband networks (RBN) are quickly evolving from xDSL/Cable networks to FTTH services with lOOMbps bandwidth. With the high-speed Internet services, subscribers tend to use web, multimedia, game or file sharing applications. Therefore, performance of RBN is important to the quality of services for users. Typically, Internet service providers (ISPs) are providing their RBN performance results that are measured by subscribers with the dedicated measurement tools. However, they do not make their results public to people. In order to obtain the performance results measured by users, we have to induce a lot of subscribers, which will take a lot of cost and time. Monarch, that is used in this paper, could provide the 3rd party measurement method without the help of ISPs and subscribers. With the extensive experiments through Monarch, we have shown that 3rd party measurement results are not much different from those of user-initiated measurement. In addition, we have observed that bandwidth is around $80{\sim}90Mbps$ and RTT is less than 30ms in FTTH services provided by three major Korean ISPs.

NFT Utilization Method in e-Sports

  • Chung Gun, Lee;Su-Hyun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.47-53
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    • 2023
  • In this paper, based on the generalization and popularization of NFT, the utilization idea of using NFT in e-sports was proposed. We considered ways to utilize NFTs to make access to e-sports easy for all users and to secure users from various age groups. To this end, cases of NFTs with diversity in e-sports platforms were analyzed by type, and the degree of use of NFTs in e-sports was identified through a survey. As a result of the study, it was found that the NFT experience in the e-sports game was highly satisfactory and the desire to experience it again was strong. As NFTs have ownership and scarcity as important characteristics, they can respond well to the demand for owning unique items in e-sports. In addition, in marketing, by promoting limited edition products with scarcity, it is possible to promote marketing that creates value with high profitability. When using NFT in e-sports, various NFT functions are combined regardless of the type of sport, so NFT can become an economic infrastructure.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Interaction Design of Take-Over Request for Semi-Autonomous Driving Vehicle : Comparative Experiment between HDD and HUD (반자율주행 차량의 제어권 전환 요청(TOR) 인터랙션 디자인 연구 : HDD와 HUD 비교 실험을 중심으로)

  • Kim, Taek-Soo;Choi, Song-A;Choi, Junho
    • Design Convergence Study
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    • v.17 no.4
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    • pp.17-29
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    • 2018
  • In the semi-autonomous vehicle, before reaching a fully autonomous driving stage, it is imperative for the system to issue a take-over request(TOR) that asks a driver to operate manually in a specific situation. The purpose of this study is to compare whether head-up display(HUD) is a better human-vehicle interaction than head-down display(HUD) in the event of TOR. Upon recognition of TOR in the experiment with a driving simulator, participants were prompted to switch over to manual driving after performing a secondart task, that is, playing a game, while in auto-driving mode. The results show that HUD is superior to HDD in 'ease of use' and 'satisfaction' although there is no significant difference in reaction time and subjective workload. Therefore, designing secondary tasks through HUD during autonomous driving situation improves the user experience of the TOR function. The implication of this study lies in the establishing an empirical case for setting up UX design guidelines for autonomous driving context.