• Title/Summary/Keyword: 한국 노년층

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Implementation of interactive social content user interface for smart ageing (스마트 에이징을 위한 인터렉티브 소셜 콘텐츠 사용자 인터페이스 구현)

  • Park, Meeree;Susilo, Fanny Febriani;Syeda, Masooma Zehra;Kwon, Yong-Moo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.201-204
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    • 2017
  • 최근의 웹을 기반으로 한 소셜 네트워크 서비스의 발전은 사회관계 형성 서비스를 넘어 광고 마케팅 및 SNS 오픈마켓 등의 상업적 이용으로까지 사용되고 있으며 Facebook Live와 같은 개인방송의 영역까지 확장되고 있다. 인터넷을 통한 온라인상의 사회관계는 노화와 질환으로 외출이 어려운 노년층에게 지역사회 및 친구들과의 의사소통을 가능하게 할 뿐만 아니라 인터넷을 통한 정보 활용으로 생활의 질을 향상시키고, 노후를 즐길 수 있는 방법을 찾는 데 도움을 줄 수 있다고 알려져 있다. 하지만 대부분의 웹서비스는 복잡한 사용자 인터페이스를 제공하고 있으며 익숙하지 않은 기기를 사용하는 것은 노년층에게 쉽지 않기 때문에 노년층은 제한된 콘텐츠만을 제공받게 되어 정보화 사회에서 소외될 가능성이 있다. 이에 본 논문에서는 웹 접근성을 향상시킨 소셜 콘텐츠 서비스 Photo Alive! Demo EasyFace를 소개한다. 또한 노년층이 다루기 어려웠던 키보드와 마우스를 벗어나 새로운 조작 기기들로 웹 서비스를 이용할 수 있도록 구현하였다. MINIX Remote Control, Mirroring, EasyFace Control Application 세 가지의 조작기기 작동 방법을 구현하여 노년층에 맞춤화 된 새로운 사용자 인터페이스를 제안하고자 한다.

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The Relationships of Body-Cathexis to Self-Esteem and Satisfaction with Beady-To-Wear of Elderly Men and Women (남녀 노년층의 자아존중과 기성복만족에 대한 신체 만족도의 관계)

  • 황진숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.8
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    • pp.1417-1426
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    • 1997
  • 본 연구의 목적은 노년층 남성과 여성의 자아존중과 기성복만족에 대한 신체만족도의 관계 및 남녀의 차이점을 알아보는 것이다. 나이 55세 이상의 미국 남부에 거주하는 302명의 남성과 여성에게 설문지가 배부되었고, 50명의 남성과 58명의 여성이 자료분석에 이용되었다. 신체만족도는 신체 5 부위(얼굴, 하체, 신장, 체중, 토르소)로 나뉘어 측정되었고, 자아존중은 Rosenberg의 자아존중 척도가 사용되었으며, 기성복에 대한 만족은 기성복의 맞는 정도와 스타일에 대하여 측정되었다. 그 결과 노년층 남성과 여성 모두에게 있어 자아존중은 신체만족도와 관련이 있었지만 남성보다 여성에게 있어 자아존중은 신체만족도와 더 깊은 관련이 있는 것으로 나타났다. 또한 신체만족도와 기성복에 대한 만족은 노년층 남성과 여성 모두에게 있어 관련이 있었으나 여성이 남성보다 체중에 대한 만족이 기성복만족과 더 깊은 관련이 있었다.

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Comprehension of Figurative Language in Young and Old Adults: The Role of Simile, Metaphor, Idiom and Proverb (정상 청년층과 노년층의 비유언어 이해 능력: 직유, 은유, 관용어, 속담을 중심으로)

  • Kim, Ji Hye;Yoon, Ji Hye
    • 한국노년학
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    • v.36 no.4
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    • pp.981-1001
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    • 2016
  • At old age, as people depend on superficial clues when they interpret the overall context of communication, their ability to understand connotative and figurative words and articles could deteriorate. In this study, 50 normal young(junior) people and normal old(senior) people were made to perform a task to understand similes, metaphors, idioms, and proverbs, the sub-areas of figurative language. For the task, participants were made to understand a paragraph consisting of several sentences and select a correct answer representing appropriate figurative language. As a result of the analysis, first, old people showed a lower level of performance than young people in all the sub-areas of figurative language. Second, in understanding idiomatic words and proverbs, old people showed a lower level of performance due to unfamiliarity. Third, for the types of wrong answers, old people mostly understood only the literal meanings in all the sub-areas of figurative language. Due to aging, old people come to have a lowered level of the pragmatic language ability, reasoning ability, and inhibiting ability to efficiently communicate with others considering certain situations and contexts. Thus, old people could have difficulties in understanding inner meanings from others in daily communication.

Study on User Characteristics based on Conversation Analysis between Social Robots and Older Adults: With a focus on phenomenological research and cluster analysis (소셜 로봇과 노년층 사용자 간 대화 분석 기반의 사용자 특성 연구: 현상학적 분석 방법론과 군집 분석을 중심으로)

  • Na-Rae Choi;Do-Hyung Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.211-227
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    • 2023
  • Personal service robots, a type of social robot that has emerged with the aging population and technological advancements, are undergoing a transformation centered around technologies that can extend independent living for older adults in their homes. For older adults to accept and use social robot innovations in their daily lives on a long-term basis, it is crucial to have a deeper understanding of user perspectives, contexts, and emotions. This research aims to comprehensively understand older adults by utilizing a mixed-method approach that integrates quantitative and qualitative data. Specifically, we employ the Van Kaam phenomenological methodology to group conversations into nine categories based on emotional cues and conversation participants as key variables, using voice conversation records between older adults and social robots. We then personalize the conversations based on frequency and weight, allowing for user segmentation. Additionally, we conduct profiling analysis using demographic data and health indicators obtained from pre-survey questionnaires. Furthermore, based on the analysis of conversations, we perform K-means cluster analysis to classify older adults into three groups and examine their respective characteristics. The proposed model in this study is expected to contribute to the growth of businesses related to understanding users and deriving insights by providing a methodology for segmenting older adult s, which is essential for the future provision of social robots with caregiving functions in everyday life.

신바이오틱스를 활용한 노인건강기능식품 시장진입 전략

  • Heo, Chang-Gi
    • Food preservation and processing industry
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    • v.13 no.1
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    • pp.3-16
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    • 2014
  • ${\bigcirc}$ SWOT 분석 내용을 토대로 신바이오틱스를 활용한 노년층 맞춤형 건강기능식품 시장 진입에 있어 고려 사항에 대하여 다음과 같이 제언함. ${\bigcirc}$ (노년층 맞춤형 건강기능식품에 대한 차별성 강조) 기존 시중에 판매되고 있는 건강기능식품의 경우 특정 연령층을 대상으로 한 제품이 아닌 전 연령층을 대상으로 한 기능성을 강조한 제품으로 각 업체별 시장 진입시 '노년층 맞춤형 건강기능식품'이라는 점을 부각, 차별성 확보 방안이 필요함. ${\bigcirc}$ (신바이오틱스의 기능성 홍보 방안 마련) 상기한 바와 같이 현재 홍삼 및 비타민 중심의 시장이 형성되어 있어 프로바이오틱스를 포함한 신바이오틱스에 대한 인지가 낮은 상황으로 이를 해소할 수 있도록 신바이오틱스 기능성을 강조한 홍보 방안 마련이 필요함. ${\bigcirc}$ (환자식 제품시장 진입 고려) 현재 국내 노년층 건강식품시장은 아직 규모 및 활성화가 미비한 도입기에 시장으로 판단되는 만큼, 노인 건강기능식품 시장에 우선 진입함으로써 가질수 있는 선발자 우위 확보 전략 또는 신비아오틱스 활용이 가능한 관련 시장 중 환자식(특수의료용도식품)제품 시장에 제품차별화를 통해 기존 시장에 진입하는 전략 등에 대한 고려가 필요.

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Effect of self-efficacy of middle-aged and elderly on the intention to use digital health devices: focusing on the difference between middle-aged and elderly (중고령자의 자기효능감이 디지털헬스기기 이용의도에 미치는 영향: 중장년층과 노년층 세대의 비교를 중심으로)

  • Shin, Hye-Ri;Kim, Su-Kyoung;Kim, Young-Sun
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.13-22
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    • 2020
  • The purpose of this study was to investigate the relationship between the self-efficacy and intention to use for digital health devices by middle-aged and aged groups. We conducted the frequency analysis, T-test analysis, and linear regression analysis using the 2019 Korean Senior Technology Acceptance Survey. The analysis results are as follows. First, the group of the middle-aged had higher score of the intention to use for digital health devices than the group of the elderly. Second, the group of the middle-aged group also had higher self-efficacy than the group of the elderly. Lastly, it was found that the relationship between the self-efficacy and intention to use was not significant in the middle-aged group. However, the relationship between the self-efficacy and intention to use in the elderly group had a positive influence. We suggested that the differentiated strategy is needed to promote the utilization of digital health devices for middle-aged and aged. This study is expected to be a fundamental study of digital health devices and suggest the research model including the usefulness, ease of use, and anxiety.

The effects of a web-based senescence preparation program for a middle-aged group (중년층을 위한 웹기반 노년기 준비프로그램의 학습효과)

  • Jung, Young-Mi
    • 한국노년학
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    • v.29 no.3
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    • pp.1025-1041
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    • 2009
  • The purpose of this study is to evaluate the effects of a web-based senescence preparation program for the provision of information and education on aging. A non-equivalent control group pretest-posttest design was used. The subjects were 70 middle-aged adults (experimental group: 36, control group: 34) living in Daegu city. The experimental group participated in a web-based senescence preparation program for 10 weeks, where 10 subjects were covered (5 physical, 3 mental/psychological, and 2 social/environmental). As compared to the control group, the knowledge of the experimental group increased significantly, and there was a significant change in their attitudes toward the elderly and old age plans. These results suggest that a web-based senescence preparation program can predict people's old age and help in their preparation. Further, this program is expected to offer individualized learning opportunities to many learners in various settings.

A Study on the Effect of Accomplished Capital of the Elderly on Digital Capital - Focusing on the Relationship with Digital Device Use Attitudes (노년층의 성취자본이 디지털자본 획득에 미치는 영향 연구 - 디지털 기기 이용 태도와의 관계를 중심으로)

  • Kim, Bong-Seob;Ko, Jeong-Hyeun
    • Informatization Policy
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    • v.29 no.2
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    • pp.106-126
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    • 2022
  • The digital divide issue is re-emerging in step with the rapid progress of digital transformation. Recently, the discussion of the digital divide is expanding to the point that the difference in digital access and use competency deepens economic and social inequality and discrimination. Notably, the phenomenon of the exclusion and alienation of the elderly from society is a serious matter to be addressed. Accordingly, this research was conducted to provide practical help in minimizing the digital divide through its understanding among the elderly. To this end, both the accomplished capital accumulated and experienced in the course of life and their attitudes toward technology in relation to digital competence capital by the elderly were examined in three dimensions. This analysis was conducted using the results of the '2020 The Report on the Digital Divide'. The target group of the analysis comprised 653 seniors aged 65 and above. As a result of the analysis, digital competence capital among the elderly was affected by both various types of accomplished capital such as educational, income, social, and emotional capital and digital device use attitude. Based on this, this study proposed measures to bridge the digital divide among the elderly.

Development of VR Multi Simulation Game for Old People using Unity Engine. (Unity 엔진을 이용한 노년층을 위한 VR 멀티 시뮬레이션 게임 개발)

  • Cha, Jooyoung;Youn, Hyewon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.604-606
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    • 2020
  • 본 논문은 노인의 외로움 해소를 위해 Unity 를 이용한 VR 멀티 시뮬레이션 게임 프로그램의 설계 및 개발 내용을 다루고 있다. 본 시뮬레이션은 주 타겟층인 노년층을 고려하여 최소한의 간단한 조작법을 지향하고 있으며 따라서 3D 1 인칭 어드벤처 시점, 바라보는 방향으로 이동하는 연속 이동방식을 채택하였다. 서버를 이용하여 2 인 이상의 멀티 시뮬레이션 환경을 지원하며 텍스트 채팅이 아닌 음성 채팅을 통하여 시뮬레이션 유저들 간의 소통을 지원해준다. 다른 유저들과 함께 GameObject 의 상호작용을 보며 대화를 이어가거나, 낚시, 채집 활동을 할 수 있다. 이로 하여금 노년층의 외로움 해소를 도울 수 있도록 개발하였다.

The Leisure Profile of the Elderly Based on 2009 Time Use Survey Data (2009생활시간조사자료를 근거로 한 노년층의 여가프로파일)

  • Ji, Hyunjin
    • 한국노년학
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    • v.32 no.3
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    • pp.675-687
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    • 2012
  • This study is aimed to investigate the difference of leisure time use of elderly groups clustered with demographic factors and finally produce the leisure profile. A total 5392 time diaries, filled up by 65-years old and over in 2009 Time Use Survey, were analyzed by using descriptive statistics, correlation, cluster analysis, and ANOVA accompanied with the Scheffe's tests. The subjects could be clustered into 7 groups such as still working, work than leisure, hobby with friends, various leisure in a city, with religion and friendship, working and doing leisure in their spare time, and leisure in suburb based upon demographic factors such as age, gender, spouse, education, job, income and living area. The data also revealed that the clusters had different time use patterns in pursuing leisure. Overall, leisure in later life could be influenced by working status, and play an important role in filling their loss of job or spouse. The findings could help us plan upcoming leisure program and policies for the elderly.