• Title/Summary/Keyword: 스포츠융복합

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The Experience and Identity Negotiation of Women Soldiers in the Participation Process of the CISM Military World Games : A Critical Feminism Approach (세계군인체육대회 참가과정에서 여성군인의 경험과 정체성 교섭 : 비판적 페미니즘적 접근)

  • Kim, Yong Kyu;Kang, Yeong Gu;Chang, Ik Young
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.437-447
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    • 2018
  • This study aims to understand the experience and identity negotiation of women soldiers in the process of participating in the CISM military world games. To do this, we selected three women soldiers who participated in the CISM military world games and conducted in-depth interviews. The data analyzed through the content analysis revealed the following results. The first are experiences from the athletic participation before entering the military. The Second is about the enlistment in the Army. The Third is about the Army life. The Fourth World Soldier Athletic competition participated in the instrument and process. The fifth is about after the Games.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

Suggestion of the Developing the Dance Major Curriculum on the Basis of Employment (시장중심 무용학과 교과과정 모형 개발 제안)

  • Choi, Youn-Sun
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.254-264
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    • 2012
  • The purpose of this study is to make proposal an oriented-market curriculum of related dance major through analyzing the current curriculum and graduates' employment rate and occupational category of ten universities for last 3 years. This study suggested that Employment rate of the related-dance department graduates decreased considerably last year, which frist asked health insurance for calculating employment rate compared with 2008, 2009 year. The occupational category which is related dance occupied over half of whole occupation and office and sport job were taken to scale. It was necessarily to set up subjects such as body structure and function, administration, management, IT, integration, performance project, pedologics, and gerontology to meet the demand of times. The development of new job market which is connected with related-job subjects will be needed to increase employment rate and variety of occupational category of graduates from dance department.

A Case Study on the Connection of Volleyball Classes for Middle School Girls (중학교 여학생의 배구수업 연계에 관한 사례연구)

  • Han, Dong-Soo;Kim, Yun-Sang;Yi, Joo-Wook
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.463-473
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    • 2020
  • This study was a case study on the connection of volleyball classes for middle school girls. It presents concrete examples of girls' links in school and out of school. Data analysis was organized by classifying volleyball classes from regular curriculum, school sports clubs, club activities, school leagues, and community related classes. In addition, the meanings of the categories were analyzed and interpreted and reconstructed around the possibility of practice at school. The results of this study were divided into experiences in volleyball classes, volleyball lessons using creative and convergence classes. In the discussion, the study was analyzed as connected classes within the school and outside the school. Suggestions were given on teachers' practical studies, best case studies on class linkage, plans to link school sports-life sports-professional sports, and participation and connection of female students in class.

Cultural Tourism Product Development Research of Muju Taekwondo Institute (무주 태권도원 문화관광상품 개발 연구)

  • Jang, Hye-Yeong;Park, Hyun-Jin;Choe, Seung-Heuy
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.351-357
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    • 2016
  • Cultural tourism product that has its theme of Taekwondo which is the representative traditional martial arts of Korea possessing over 50 million people doing Taekwondo worldwide has high marketability and usefulness. By this, the researcher is trying to implement design development expecting transition to new perception on the cultural product by qualitative growth of productivity quality, popularization of crafted products, comsumer oriented product development by deciding cultural product production fit for Taekwondo concept based on the participation of tourism activity of Taekwondo institute by visitors and tourists of Taekwondo institute. Firstly, storybook containing spirit and story of Taekwondo, secondly general rack for pencils or candles, thirdly mini memo in universal price which is practical and sophisticated. With the perception of necessity and possibility to use Taekwondo-related cultural tourist product, by aggressively using the product as the souvenir of Muju Taekwondo institute to promote Taekwondo, we hope that the product will help to create value, which differs from existing cultural tourist products.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

The Relationship between the Adaptation Resilience, Self-esteem and Depression of Female Seniors Participating in Pilates (필라테스에 참가하는 노년기 여성의 적응유연성과 자아존중감 및 우울의 관계)

  • Roh, Su-Yeon
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.537-544
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    • 2016
  • This study examines the relationship between adaptation resilience, self-esteem and depression of female seniors participating in Pilates. The number of subjects for this study was 322 who were participating in the Pilates program in Gyeonggi-do. The reliability and validity test of the questionnaire and descriptive analysis, factor analysis, correlation were conducted by using SPSS 20.0 and structural equation model was conducted by using AMOS 20.0 program. The results are as follows; First, the adaptation resilience of those female seniors participating in Pilates has a positive influence on their self-esteem. Second, the adaptation resilience of those female seniors participating in Pilates has a negative influence on their depression. Third, the self-esteem of those female seniors participating in Pilates has a negative influence on their depression. Lastly there is a causal relationship between the adaptation resilience, self-esteem and depression of female seniors participating in Pilates.

The Propagation and Construction of China's National Image in $21^{st}$ Century (21세기 중국 국가이미지의 형성과 전파)

  • Wang, Weimint;Cui, Yan
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.47-58
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    • 2011
  • As China's international status is more and more uplifted, the active shaping and effective propagation of China's national image has been regarded as an important means to demonstrate China's soft power, demolish the so-called "China Threat Theory", and compete for China's share in international discourse power. This article first makes a discussion on the fundamental concepts and related theories of national image, and then explores the precise positioning of China's image as "a responsible power" and the connotation that should be contained in this image. Finally, this article presents a tactic of "complex propagation" for the shaping of China's national image, which includes the propagation by new media and advertisement, the marketing of international sport games and other international events, public diplomacy and public relations tactics.

Analysis of Causal Structure of Aged-Friendly-Care Industry Activation Policy (고령친화 요양산업 활성화 정책의 인과구조 분석)

  • Choi, In-Kyu
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.519-525
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    • 2017
  • The purpose of this study is to elaborate the factors and strategies to revitalize the policies of elderly-friendly care industry. The analysis was carried out using the method called DEMATEL. The analytical method is based on the DEMATEL technique. The purpose of this study is to clarify the complexity and unclear relationship between activation factors and factors that constitute the elderly friendly-care industry through the prioritization of policy strengthening. As the result of analysis, it was analyzed that the most intensive activation intensity was the highest total strength of meal service(22.095). Followed by health promotion facilities(19.97) and health care(17.726). The lowest factor is sport(15.896). Therefore, in order to improve and promote these factors, continuous policy measures should be sought that are closely related to facility care services, home care services, and preventive support services.

A Comparative Study on Various Student-Centered Curriculum's Teaching Experiences Focusing on Physical Education (다양한 학생 선택형 교육과정의 체육 교과 지도 경험 비교)

  • Cho, Ki-Bum;Moon, Jong-Ho;Lee, Hee-Su
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.335-342
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    • 2021
  • The purpose of this study was to suggest qualitative improvement through various student-centered curriculum's teaching experiences focusing on physical education. For this, class diaries, memos, lesson plans, student reviews, and videos for the past four years (2017-2020) were collected and analyzed from four high schools in kyonggi-do, and six students were interviewed. The common features between each student-centered curriculum were to have many students with the purpose of entrance examination and with concern about time conflicts between class and their dinner. In contrast, the differences between each student-centered curriculum were the required level of writing lesson plan, the level of interest and role of a class supervisor, and educational expected effect of students under a given condition. In summary, pre-education experience should be required and class activity support and various evaluation methods should be also needed.