• Title/Summary/Keyword: 오락 활동

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An Analysis on Prediction of Computer Entertainment Behavior Using Bayesian Inference (베이지안 추론을 이용한 컴퓨터 오락추구 행동 예측 분석)

  • Lee, HyeJoo;Jung, EuiHyun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.51-58
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    • 2018
  • In order to analyze the prediction of the computer entertainment behavior, this study investigated the variables' interdependencies and their causal relations to the computer entertainment behavior using Bayesian inference with the Korean Children and Youth Panel Survey data. For the study, Markov blanket was extracted through General Bayesian Network and the degree of influences was investigated by changing the variables' probabilities. Results showed that the computer entertainment behavior was significantly changed depending on adjusting the values of the related variables; school learning act, smoking, taunting, fandom, and school rule. The results suggested that the Bayesian inference could be used in educational filed for predicting and adjusting the adolescents' computer entertainment behavior.

An Analysis of University Students' Trip Destination Choice Behavior focusing on the Influential Factors (대학생 목적지 선택 행태 분석: 선택 영향 요인을 중심으로)

  • Yang, Ji-Hyun;Joh, Chang-Hyeon
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.1
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    • pp.68-82
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    • 2016
  • Destination choice analysis is an important issue of transportation demand research. The current study analyses the influential factors for university students' trip destination choice. The university students differ from other population groups in many aspects. The study is concerned with shopping, leisure and amusement purposes of trips, other than obligatory trips such as going to school. University students' daily life differs from those of employees and middle and high school students in the sense that a lot of flexible activities are mixed with fixed activities such as work and school attending. A multinomial logit analysis investigates the significance of the impact of a set of variables including residential location, gender and income of the university student. The results show that these variables affect the destination choice of shopping, leisure and amusement. The analysis also provides interesting interpretation of the relationships of the variables with the location choices, which are particularly relevant to the university students.

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A Study on Leisure Activity type of high school students (실업계고등 학생의 여가활동 유형에 관한 연구)

  • Kim, Seong-Taek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.165-171
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    • 2013
  • This study elects 934 high school students in Kwangju, conducts the survey of the actual condition of the youn's leisure, and comes to a conclusion as follows. the young spend mean 9-10 hours a day on class, mean 6 hours on sieeping, and mean 1-2 hours on self-learning. their spending money is less than 30,000 won and is not enough as the past years. While 33.2% of respondents answered they were trained for leisure activities, 66.8% were not. Also thesurvey indicates that 79.9% of the young think a leisure course will be contribute to sound youth. In kinds of leisure, the young prefer computer game, watching TV, video game, or listening to music which are not active. It is required to guide them to enjoy active leisure activities together. the young think their leisure time is not enough, average(41%) and not enough(37.5%). Especially, thy cannot have enough time to enjoy leisure(62.5%). The young are not satisfied of leisure facilities.

Relationship of Leisure Activities' Type, Stress and Happiness among the Student of Middle School (중학생의 여가활동 유형과 스트레스 및 행복의 관계)

  • Kim, kyung-sik;Song, gang-young;Jang, mi-ran
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.239-240
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    • 2013
  • 이 연구는 중학생을 대상으로 여가활동과 스트레스 및 행복의 관계를 규명하는데 목적이 있다. 이를 위해 2,833명의 중학생을 표집 하였다. 통계 처리는 SPSSWIN 18.0을 활용하여 F검증을 실시하였다. 결론은 다음과 같다. 첫째, 여가활동 유형에 따라 스트레스는 차이가 있다. 즉, 부모스트레스는 취미 오락활동에서 높고 스포츠 문화관광활동에서 낮다. 성적 학업스트레스는 사회활동에서 높고 스포츠 문화관광활동에서 낮다. 외모스트레스는 휴식활동에서 높고 스포츠 문화관광 활동에서 낮다. 둘째, 여가활동유형에 따라 행복은 차이가 없다.

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Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

홈 네트워크와 IPv6

  • 이영로;나영인
    • Information and Communications Magazine
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    • v.21 no.3
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    • pp.66-80
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    • 2004
  • 인구 및 가구구성원의 변화, 그에 따른 라이프 스타일의 변화로 국민의 주거환경이 다양한 형태로 변모하고 있어 기존과는 다른 형태의 새로운 정보제공 모델이 필요하게 되었다. 현대인의 바쁜 사회활동과 맞벌이 부부 및 노인인구의 증가는 우리의 가정에 점차 언제 어디서나 네트워크로 연결되어 누구나 안심하고 쉽게 주거공간 내에서 비즈니스, 건강, 교육, 오락 등의 활동을 제공할 수 있는 서비스에 대한 욕구를 확대시키고 있다. 또한 최근의 IT서비스 환경은 전화서비스, 인터넷접속서비스와 방송서비스가 융합되어 소위 "Triple Play" 서비스의 가치가 부상하면서 홈네트워크 서비스라는 새로운 패러다임으로의 전환을 예고하고 있다.(중략)

Entertainment app Development Activities for the Adaptation of the Fast Life of a Freshman College (신입생의 빠른 대학생활 적응을 위한 활동 오락앱 개발)

  • Jang, Eun-Gyeom;Lee, Da-hee;Lee, Kyong-Min;Choi, Kyung-Hoon;Kim, Jung-Eun;Kim, Hyung-Seok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.79-80
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    • 2015
  • 본 프로젝트는 신입생들을 대상으로 대학캠퍼스 및 대학생활을 빠르게 적응할 수 있도록 시설물의 위치 및 활용방법, 학사 행정, 수강 및 강의실 등 학교생활에 유용한 정보들을 자연스럽게 전달할 수 있는 오락용 어플리케이션이다. 빠른 학교생활적응과 부가적이고 적절한 유용 정보를 제공하기 위해 미션을 해결하면서 목적을 달성하는 시나리오로 최종 미션을 완성할 수 있도록 구성하였다. 기술적으로는 QR코드를 활용한 정보 및 미션을 제공하고 GPS 위치 정보를 활용한 자신의 위치와 캠퍼스 맵, 미션 힌트 정보를 제공한다. 이러한 미션 수행 과정을 통해 대학생활에 유용한 정보를 얻을 수 있는 오락용 프로젝트이다.

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A Study Exploring the Relationship between Leisure Needs and Perception of Psycho-Social Aging among Older Adults (노인의 여가활동욕구와 심리사회적 노화인식)

  • Lim, Hyo Yeon;Lee, Soon Min
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.96-107
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    • 2016
  • This study examined the relationship between leisure needs and perception of psycho-social aging among 1307 older adults aged over 60 years utilizing social services of a social welfare center for senior citizens in Seoul, Korea. A convenience sample of this study was collected for three weeks in December 2012 among older adults via paper survey. Hierarchical multiple regression was utilized to analyze collected data. The present study demonstrated that age, years of education, perception of health status, and perception of economic status were significantly associated with perception of successful aging. However, years of education and perception of economic status were no longer significantly associated with perception of psycho-social aging, when leisure needs was included. Age, perception of health status, and hobbies/entertainment activities and employment/plan of later years activities among types of leisure needs were significantly associated with perception of psycho-social aging. This finding demonstrates that leisure needs influence perception of psycho-social aging. Implications and suggestions to improve perception of psycho-social aging among older adults are discussed.

Impact of Gratifications Obtained on Behavioral Intention Watching OTT Services (OTT 시청에 따른 획득충족이 이용자의 행동 의도에 미치는 영향)

  • Song, Keun-Tae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.331-338
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    • 2022
  • The purpose of this study is to examine the effect of Gratifications Obtained (GO) on behavioral intention targeting Over-the-Top (OTT). The study chooses quality of content, variety of content, leisure activity, entertainment, the convenience of watching, and reasonable rate ratio as factors of GO. The number of subjects for the research is 330 people aged from their twenties to thirties in Daegu and Gyeongbok province. This study employs multi-regression analysis to analyze the impacts of GO on behavioral intention. The analysis shows that quality of content and variety of content influence behavioral intention at a significance level of 0.01, and entertainment and the convenience of watching influence at a significance level of 0.05.

최신의학상식 - 이어폰 사용과 소음

  • Kim, Gyu-Sang
    • KOREAN ASSOCIATION OF OCCUPATIONAL HEALTH NURSES
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    • v.19 no.4
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    • pp.25-32
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    • 2012
  • 최근에는 산업장 근로자나 노인에게 주로 발생되던 청력손실이 청소년에까지 점차 확대되면서 청소년의 청력뿐 아니라 청소년의 청력에 영향을 미치는 여러 환경 및 요인에 대한 관심이 고조되고 있다. 그 중 외국어 공부나 음악감상용으로 청소년들 사이에 생활필수품처럼 널리 이용되고 있는 휴대용 카세트가 청소년의 소음성 난청원으로 매우 위험하다는 연구결과가 제시되어 학부모, 교사, 전문가에 의해 청소년 청력상태에 대한 조사와 청력손실을 유발하는 위험요인에 대해 많은 연구가 실시되었다. 청소년기에 취미/오락활동, 가정내 기계 기구, 음악, 교통 등의 소음에 상시적으로 노출될 수 있다. 직업적으로 소음에 노출된 적이 없는 청소년에게서 소음성 난청이 발생할 수 있다는 연구결과가 나오고 있는데, 청소년의 소음성 난청은 큰 소리를 내는 장난감과 개인용 음향기기, 콘서트장, 밴드활동 등의 음악과 관련이 있으며 이외에 모터사이클, 모터 스포츠 등의 레저 활동과 관련이 있다. 이러한 소음은 작업장 소음에 의한 초기 청력손실처럼 3~6 kHz 역의 청력손실을 특징적으로 보여준다. 이 글에서는 주요 취미활동과 관련하여 MP3 등 개인용 음향기기와 헤드셋 착용 근로자의 소음 노출 수준과 이에 따른 청력영향을 살펴보고, 소음저감방법에 대해 알아보고자 한다.

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