• Title/Summary/Keyword: 여가경험

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A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.

Improvement on Psychological Stability of the Elderly by Using Companion Robot (반려동물형 로봇을 이용한 고령자 심리 안정의 향상 방안)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.327-339
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    • 2018
  • This study is on the elderly people's use and experience of pet robots (companion robots). Applying companion robots for the elderly's daily lives can enhance their quality of life. Leisure is main activity of the elderly who are out of work. Therefore, the quality and diversity of leisure can affect the quality of their life. Companion Robots could provide them with more advanced and interesting experiences. Around the world, population aging becomes one of the most important trends in each country. The social and economic burden of aging is serious challenge on sustainability of the world, including S. Korea. The authors examine use of Companion Robots for elderly (from 50 years old to 90 years old). In this experiment, the authors study and measure many factors including system quality, interface quality, displeasure, enjoyment, willingness to reuse, perception on new technology. In regression analysis, intimacy(t=-2.006, p<.05) is significant factor on displeasure of Companion Robot. In another regression, displeasure of Companion Robot (independent variable) is significant factor on enjoyment(t=-3.327, p<.01) and willingness to reuse(t=-2.636, p<.01). Therefore, when elderly one feels less displeasure of Companion Robot, he/she feels more enjoyment and willingness to reuse. As a result, the elderly who don't familiar to new technology could improve quality of life and leisure activity by using companion robot.

Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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Research on Elderly's Experience for 'YangSaeng Exercise as a Recreational Welfare Service (여가복지서비스 활동으로서 노인의 양생(養生)체조 참여경험 탐색)

  • Kim, Sueyeon;Won, Youngshin;Lee, Sanghee
    • 한국체육학회지인문사회과학편
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    • v.57 no.1
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    • pp.347-367
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    • 2018
  • The purpose of this study is to explore the meaning of YangSaeng exercise as a recreational activity for older adults. Twelve older adults who participated in the 'YangSaeng Exercise' at the S Senior Welfare Service Center were interviewed through purposeful sampling method. Each participant was interviewed two times, and data were analyzed using Strauss and Corbin's(1988) grounded theory method. Centralization was appeared as 'An addiction to YangSaeng exercise' and causal conditions were appeared as 'Visiting Welfare Center' and 'Participation in YangSaeng exercise program' and situational context were appeared as 'Self-management of old ages' and 'For possession of Independent Life' as the results of Axial Coding. Moreover, arbitrational conditions were 'Coexistence of Regret and Attraction' and interaction strategies were appeared as 'Accept', 'Effort and Easing Mind' and 'Share Together'. As a result, 'Appreciation', 'YangSaeng Exercise that comes in my Life' and 'Softly Pitapat' were derived. Core category of 'Living Joyfully with comforted and eased' was selected through outline of story which means it contains Positivity and Expectations, Acceptance and Acknowledgement, Satisfaction and Appreciation, and Commitment and Hope. Based on the findings, we acknowledge that YangSaeng exercise plays a role in improving quality of life of older adults as a recreational activity. This study sheds light on the possibility of implementing 'YangSaeng Exercise' as a health promotion activity among older adults.

An Analysis of Secondary School Teachers' Perceptions and Experiences in Korean School Libraries (중등 교사의 학교도서관에 대한 인식 및 경험 분석)

  • So, Byoung-Moon;Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.49 no.3
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    • pp.55-75
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    • 2018
  • The purpose of this study is to identify characteristics of secondary school teachers' perceptions and experiences of school libraries and to suggest strategies for its' activation. In order to achieve this aim, the questionnaire survey was conducted for 229 secondary school teachers who participated in K university qualification training in 2017. As a result, they recognize that school libraries are an essential facility and that continuous support and investment are needed. They think that the effectiveness of the school library is very helpful for creating a leisure and cultural life and for stimulating reading atmosphere and education, and this perception is stronger at lower ages. The number of school library use of them is as low as once a month, and the purpose of use is mainly for cultivation and leisure. The discomfort of the school library is mostly due to lack of materials and space for them. In particular, they have a lack of knowledge and necessity about the method of library-based instruction and insufficient preparation time and poor materials. Teachers are highly aware of the need and utility of training, and prefer training with peers. Therefore, it is necessary to develop strategies such as remodeling space and increasing collections for their study and instruction, and foster peer supervision so that they can actively utilize school library in subjects management.

A Qualitative Study about Volunteer Work Experiences of Senior Citizens: On the Subject of Senior Citizen Volunteers in the Welfare Center of K City (노인의 자원봉사 경험에 대한 질적 연구: K시 노인종합사회복지관 노인자원봉사자를 대상으로)

  • Kang, Min-Yeon;Kim, Choon-Kyung
    • 한국노년학
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    • v.30 no.4
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    • pp.1409-1427
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    • 2010
  • The purpose of this study is to understand volunteer work experiences of senior citizen volunteers serving in the welfare center in K district in the aspect of an insider and to apprehend the meaning. The objects of this study are fifteen senior citizen volunteers and two social workers who do volunteer works in the welfare center, and this study utilized the qualitative study method through observations and in-depth interviews from 2009.09.02 to 2009.10.21. The data analysis is processed by the qualitative analysis program, Nvivo 2.0, and the processed data are analyzed in accordance with the grounded theories of Strauss and Corbin. As a result of reviewing data, the meanings about volunteer work experiences of senior citizens are induced as eight factors; senior citizens' identity in an old aging society, desire fulfillment through volunteer works by senior citizens, various leisure activities to help their health in mind and body, acceptance attitude about aging, mental supports from their families, finding activities suitable for each person's personality and capability, changes of perception about the handicapped, and endeavors to spend meaningful old age. Through results and discussion obtained by this study, the conclusion is as below: First, participation induction factors are identities of elderly people in aging society, acceptance attitudes toward aging and emotional support from families in the matter of senior citizens' volunteer work. Second, programs suitable for individual aptitude and capability should be implemented for activating senior citizens' volunteer work. Third, participation in senior citizens' volunteer work indicates desire satisfaction through senior citizens' volunteer work, leisure activities helping health for body and mind, and life changes such as changes of perception about handicapped people etc.

'Time' in French Cultural Education (한국 대학의 FLE 문화 교육과 '시간'의 문화적 특성 - 한국과 프랑스의 음주 시간을 중심으로 -)

  • Jung, Woo-Hyang
    • Cross-Cultural Studies
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    • v.46
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    • pp.465-495
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    • 2017
  • The purpose of this study is to verify whether the concept of time conveys meanings similar to nonverbal communicative elements in foreign language education. This study surveys cultural traits of time from the French cultural education perspective. Anthropologist Edward T. Hall points out that each cultural community has developed a different perception of time and experience, and that time conveys the meaningful message nonverbally similar to the nonverbal elements such as space, gesture, eye movement, and facial expression. I investigated the time experiences of a drinking party in France and in Korea, from a cultural relativistic point of view. The subject of a drinking party was chosen on the ground that a drinking party is highly related to most people's daily lives and it also indicates how they have a relationship with others. I sought a new direction in foreign language cultural education by analyzing how cultural differences between the two communities, especially the relationships between individuals and organisations, ways to separate leisure and labor, and the nonverbal elements, are presented in the two drinking parties.

Methodology for Identifying Issues of User Reviews from the Perspective of Evaluation Criteria: Focus on a Hotel Information Site (사용자 리뷰의 평가기준 별 이슈 식별 방법론: 호텔 리뷰 사이트를 중심으로)

  • Byun, Sungho;Lee, Donghoon;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.23-43
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    • 2016
  • As a result of the growth of Internet data and the rapid development of Internet technology, "big data" analysis has gained prominence as a major approach for evaluating and mining enormous data for various purposes. Especially, in recent years, people tend to share their experiences related to their leisure activities while also reviewing others' inputs concerning their activities. Therefore, by referring to others' leisure activity-related experiences, they are able to gather information that might guarantee them better leisure activities in the future. This phenomenon has appeared throughout many aspects of leisure activities such as movies, traveling, accommodation, and dining. Apart from blogs and social networking sites, many other websites provide a wealth of information related to leisure activities. Most of these websites provide information of each product in various formats depending on different purposes and perspectives. Generally, most of the websites provide the average ratings and detailed reviews of users who actually used products/services, and these ratings and reviews can actually support the decision of potential customers in purchasing the same products/services. However, the existing websites offering information on leisure activities only provide the rating and review based on one stage of a set of evaluation criteria. Therefore, to identify the main issue for each evaluation criterion as well as the characteristics of specific elements comprising each criterion, users have to read a large number of reviews. In particular, as most of the users search for the characteristics of the detailed elements for one or more specific evaluation criteria based on their priorities, they must spend a great deal of time and effort to obtain the desired information by reading more reviews and understanding the contents of such reviews. Although some websites break down the evaluation criteria and direct the user to input their reviews according to different levels of criteria, there exist excessive amounts of input sections that make the whole process inconvenient for the users. Further, problems may arise if a user does not follow the instructions for the input sections or fill in the wrong input sections. Finally, treating the evaluation criteria breakdown as a realistic alternative is difficult, because identifying all the detailed criteria for each evaluation criterion is a challenging task. For example, if a review about a certain hotel has been written, people tend to only write one-stage reviews for various components such as accessibility, rooms, services, or food. These might be the reviews for most frequently asked questions, such as distance between the nearest subway station or condition of the bathroom, but they still lack detailed information for these questions. In addition, in case a breakdown of the evaluation criteria was provided along with various input sections, the user might only fill in the evaluation criterion for accessibility or fill in the wrong information such as information regarding rooms in the evaluation criteria for accessibility. Thus, the reliability of the segmented review will be greatly reduced. In this study, we propose an approach to overcome the limitations of the existing leisure activity information websites, namely, (1) the reliability of reviews for each evaluation criteria and (2) the difficulty of identifying the detailed contents that make up the evaluation criteria. In our proposed methodology, we first identify the review content and construct the lexicon for each evaluation criterion by using the terms that are frequently used for each criterion. Next, the sentences in the review documents containing the terms in the constructed lexicon are decomposed into review units, which are then reconstructed by using the evaluation criteria. Finally, the issues of the constructed review units by evaluation criteria are derived and the summary results are provided. Apart from the derived issues, the review units are also provided. Therefore, this approach aims to help users save on time and effort, because they will only be reading the relevant information they need for each evaluation criterion rather than go through the entire text of review. Our proposed methodology is based on the topic modeling, which is being actively used in text analysis. The review is decomposed into sentence units rather than considering the whole review as a document unit. After being decomposed into individual review units, the review units are reorganized according to each evaluation criterion and then used in the subsequent analysis. This work largely differs from the existing topic modeling-based studies. In this paper, we collected 423 reviews from hotel information websites and decomposed these reviews into 4,860 review units. We then reorganized the review units according to six different evaluation criteria. By applying these review units in our methodology, the analysis results can be introduced, and the utility of proposed methodology can be demonstrated.

Research on 'Flow' and Creativity as Observed in the Daily Lives of Science-Gifted Students (과학 영재학생들의 일상에서 나타나는 몰입과 창의성에 대한 연구)

  • Lee, Nam Ju;Paik, Seoung Hey
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.147-153
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    • 2014
  • The purpose of this study is to investigate various types of 'flow' that can be observed in the daily lives of science-gifted students, and the correlation between 'flow' and creativity. For two months, we have gathered data on 'flow' in the main activities of science-gifted students through a qualitative application of the Experience Sampling Method (ESM). We then use correlation analysis to determine whether there have been correlations between 'flow' and creativity. Among the four channels, activities involving 'flow' have been the most common (40.4%) in the daily lives of the students. The types of tasks done by the students are, in descending order of frequency, productive activities, social activities, leisure activities, and basic activities. The students have shown the least interest in tasks that do not require specific skills or pose significant challenges; thus the least interest show in basic activities and the most interest has been shown in productive activities. 'Flow' and creativity are significantly correlated at the level of 0.01, which means that the more the students experience 'flow,' the more they express creativity. Based on the results above, we have found that there is a need for the development of science programs or environments, including productivity while at the same time, to reduce uneasiness and patience raising activities, where students can experience more 'flow' in daily life.

A Study on the Development Plan of Ecotourism (생태관광 발전방안에 관한 연구)

  • Son, Jae-Yeong
    • Korean Business Review
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    • v.23 no.1
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    • pp.147-161
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    • 2010
  • Ecotourism is regarded as an important alternative tourism for regional development and conservation of nature by country or international organization. The environmental importance were given priority by all the countries. The purpose of this study includes; (1) To identify the ecotourism definition. (2) To report the ecotourism development plan by the case study of ecotourism.

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