• Title/Summary/Keyword: 실버 콘텐츠

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Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Development of Brain Training Game Contents and Research Preferences for Silver Generation (실버세대를 위한 두뇌훈련 게임콘텐츠 개발 및 선호도 조사)

  • Joo, Jae-Hong;Lee, Hyun-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.413-414
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    • 2011
  • 본 논문에서는 실버세대의 여가활동 및 두뇌훈련 위한 기능성게임콘텐츠를 제안한다. 두뇌훈련 게임은 기억력 훈련, 집중력 훈련, 시공감각 훈련과 판단력 훈련으로 6종의 게임콘텐츠로 구성되어 있으며, 실버세대들이 사용하기 쉬운 인터페이스와 실버세대의 게임에 대한 공감대 형성과 쉬운 접근을 위하여 춘향전을 각색하여 게임 시나리오로 적용하였다. 게임콘텐츠에 대한 평가 및 선호도 조사, 기능성게임콘텐츠 종목 발굴을 위해 401명을 대상으로 게임을 체험한 후 설문조사를 실시하였고, 결과를 토대로 선호도 및 기능성 게임 개발 시 요구 사항을 분석하였다.

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A Study on Serious Game Contents for Silver Generation (실버세대를 위한 기능성 게임 콘텐츠에 관한 연구)

  • Lee, Hyun-Cheol;Joo, Jae-Hong;Yang, Yong-Dae;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.200-203
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    • 2009
  • 최근 전 세계적으로 노인 인구가 차지하는 비중이 갈수록 증가하고 있어 세계적으로 고령화는 미래에 우리가 직면하게 될 가장 큰 사회적인 문제로 대두되고 있다. 고령화 사회에 삶의 질을 향상하기 위해서는 고령자가 주체가 되어 생활환경의 설계를 위한 실버 운용 시스템의 구조적 변화의 방향성을 제시 할 필요가 있다. 이 과정에서 요구되는 사회적 커뮤니티는 실버세대에게 자신감과 즐거움을 제공하고, 삶의 질을 높이는데 중요한 역할을 할 것이며 기능성 게임 콘텐츠는 실버세대의 커뮤니티에 중요한 역할을 할 것이다. 본 논문에서는 실버 세대의 여가 활용과 건강 유지를 위해 조작이 용이한 인터페이스 기술을 이용한 기능성 게임 콘텐츠인 두더지 밟기 게임을 제안한다. 제안 방법은 단순한 UI와 무선 인터페이스 기술을 활용함으로써 게임 조작의 용이성을 확보할 수 있고 근력강화, 균형성 및 유연성 기능과 더불어 재미와 흥미를 유발할 수 있도록 하였다.

Analysis of the Location Characteristics of Urban Silver Towns (도시형 실버타운의 입지특성 분석 연구)

  • Kwon, Ji-Hye;Park, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.279-288
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    • 2018
  • Unlike the past, the elderly who are growing rapidly in Korea are called 'active seniors'. They prefer to live in urban silver towns despite high living cost and make their own new urban contents. The new urban contents that reflect the living characteristics of active seniors have an important impact on their choice of residential location. Therefore, the purpose of this study is to identify the location characteristics of urban silver towns, which are preferred as the main residence of active seniors, based on the urban living contents of active seniors. The location characteristics of urban silver towns considering the urban living contents of active seniors can be classified 1) public transportation, 2) nearby arterial roads, 3) culture shopping facilities, 4) medical facilities, 5) apartment complexes, and 6) natural environments. Especially, the accessibilities of medical facilities, apartment complexes, and culture shopping facilities were the main characteristics of urban silver towns. The results of this study are expected to be helpful not only the location of urban silver towns, which is the urban new content of active senior, but also for the policy on housing for the elderly.

An Exploratory Study on the Preference of Silver Portal Contents: Focused on the Pre-senior Internet Users (실버포탈에서 제공하는 콘텐츠에 대한 선호도 연구: 40세 이상의 잠재 실버포탈 이용자를 중심으로)

  • Kang, Myoung-Jin;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.233-244
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    • 2009
  • This study defines the silver portal as a specialized internet portal that will be probably popular with the pre-senior/senior internet users who are over 40, sooner or later. The purpose of the study is to analyze what types of online contents on the silver portal are mostly preferred by the pre-senior/senior, and does the preference of those content types vary according to the demographic and the internet usage characteristics of the pre-senior. The study also is to suggest some research propositions, based on the analysis results, that could be applied to empirical studies in the future which deal with various research questions on the silver portal. To accomplish these research purposes, the study performed a survey for the prospective silver portal users who are living in the areas of Seoul and Kyeonggi, South Korea, and did various statistical analyses. This study found that the preference of content types of the silver portal vary according to some personal characteristics of the prospective silver portal users, and moreover proposed a few of research propositions on the relationships between personal characteristics and preferred content types.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

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.

The Necessity and the Characteristic of Picture Books for the Silver Generation (실버세대를 위한 그림동화책의 필요성과 특성)

  • Li, Shu;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.387-397
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    • 2016
  • The purpose of this study is to suggest design characteristics of picture books for silver generation empirically through academic consideration of necessity and characteristics of picture books targeting silver generation. Through an analytical result of literature materials such as library and information science, pedagogy, and literature therapeutics, and aging phenomenon, picture books help mental and physical health of silver generation, but picture books for silver generation are insufficient in comparison with demand. Therefore, a theoretical basis of study and development of fairy tale books for silver generation is acutely needed. This study suggested that close attention for characteristics of silver generation is needed to solve a problem about dyslexia of silver generation in story, picture(expression, size, layout, structure, and color), and typography of characteristic factors of picture on designing fairy tale books for silver generation, suggesting needs to develop picture books reflecting characteristics such as visual organ, body function, and psychological factor of silver generation. In addition, design characteristics for composition of picture books for silver generation will be used as part of advanced data in a study on solid analytical data through an actual analysis on silver generation in the future.

Development and Evaluation of Video English Dictionary for Silver Generation (실버세대를 위한 동영상 영어사전의 개발 및 평가)

  • Kim, Jeiyoung;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.345-350
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    • 2020
  • Based on the analysis of physical and learning characteristics and requirements of the silver generation, a video English dictionary was developed and evaluated as English learning contents. The video English dictionary was developed using OCR as an input method and video as an output method, and 17 silver generations were evaluated for academic achievement, learning satisfaction, and ease of use. As a result of the analysis, both the text English dictionary and the video English dictionary showed high learning satisfaction, but the video English dictionary showed higher results than the text English dictionary in an academic achievement and ease of use.

The Preference of the Silver Town based on the Psychological Variances -Mainly about the Life Style between from 30s to 60s- (심리적 변수에 따른 실버타운 선호도 -30대~60대 라이프스타일을 중심으로-)

  • Chai, Sang-Kyun;Ha, Kyu-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.211-228
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    • 2013
  • In this study, it has conducted the questionnaire in the Seoul, Gyeonggi Province and DaeGu, GyeongBuk Province among males and females from 30s to 60s randomly to consider if the socio-demographical variance and the life style will meaningfully affect the preference of the silver town among elderly consumers as well as the future silver consumers. SPSS Win Ver.18.0 was used to analyze the statistical management of the collected data. As a consequence, among the socio-demographic variances, it was analyzed that the academic ability and religions were meaningfully affecting the preference of the silver town statistically, and after assaying how the characteristics of the life style affects the preference of the silver town, the more the family pursues the conservative life style the lower the preference of the silver town was observed, the more the life style covets the health, safety and the materials, the higher the preference of the silver town was analyzed. In addition, it was analyzed life style and the preference of the silver town showed a difference depending on the socio-demographic variances.