• Title/Summary/Keyword: Digital Leisure

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Chaotic Phenomena in Addiction Model for Digital Leisure

  • Bae, Youngchul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.4
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    • pp.291-297
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    • 2013
  • Chaotic dynamics have been studied by many researchers in the fields of biology, physics, and engineering. Interest in chaos is also expanding to the social sciences such as politics, economics, and others, including the prediction of societal events. The concept of leisure has developed from a passive concept correlated with relaxation, entertainment, and ideology formation into a positive concept that assumes a more active role. As information and communications technology develops, digital leisure activity is expected to continue spreading. This expansion of digital leisure function correctly, as well as. Traditional leisure activity functions correctly more, whereas digital leisure activity is predicted to function incorrectly more often. In this paper, we propose a mathematical addiction model of digital leisure that deals with its dysfunctions such as addiction to digital leisure, including computer games, internet search, internet chatting, and social media. Herein, to solve addiction to digital leisure, we propose a model derived from a nicotine addiction.

Dysfunction of Digital Leisure of ICT Age and Educational Measurement (ICT 시대의 디지털 여가 역기능과 교육대책)

  • Kim, Myeong-Mi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.12
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    • pp.1979-1984
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    • 2013
  • As digital leisure's activity increase recently, the worry for side effect except right function occurs with reality. In this paper, the importance of leisure, participation effect when someone has a chance to leisure is reviewed. The dysfunction of digital leisure that focuses on usage of the digital device in information society is examined. In order to solve those dysfunction, the measure is presented through education and convergence.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

A Study on the Relationship between Digital Informatization Level and Leisure Life Satisfaction of Low Income (저소득층의 디지털 정보화수준과 여가 생활 만족도 간의 관계에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.29-36
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    • 2018
  • As the digital informatization society deepens, the digital divide of the information - underprivileged becomes increasingly serious social problem. In this study, we analyzed the relationship between digital informatization capacity and satisfaction level of leisure activity in low - income class. For the analysis, we analyzed the relationship between digital informatization level and leisure satisfaction level of the low income class based on the results of the digital information gap survey in 2017. As a result, it was found that there was a positive relationship between digital access and leisure activity satisfaction, such as having a wired / wireless information device at low socioeconomic level and availability of Internet access at all times. Second, digital information capacity level and leisure satisfaction level such as PC usage ability and mobile digital device utilization ability have positive (+) relationship. Third, the level of digital information utilization, such as the use of fixed and mobile Internet, also showed a positive (+) relationship with the leisure satisfaction level of the low income class. This suggests that it is necessary to provide various supports to resolve the digital divide between the low income class and the general public.

A Study on Design Trend of Next Generation Korean Electric Boat (차세대 한국형 전기보트 디자인 트렌드 연구)

  • Choi, Chool-Heon;Jang, Phil-Sik
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.407-412
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    • 2013
  • The design trend of leisure boat has been developed through interrelation of maritime culture and ships. We studied the design trend of leisure boat of several countries with advanced maritime culture and proposed digital design process of electric boat exterior that could reflect sensibilities of Korean customers. The result could be useful to domestic small and medium-scale shipbuilders currently face global financial recession and new challenge to focus on development of eco-friendly leisure ships.

Digital Design Process of Marine Leisure Boat Using Human Sensibility Evaluation (해양 레저선박의 디지털 감성 디자인 프로세스)

  • Choi, Chool-Heon;Jang, Phil-Sik;Seo, Moon-Seog
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.693-699
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    • 2010
  • Korea has been took the top ranking in the global shipbuilding industry in terms of new orders, order backlogs and the volume of vessels for several years. However, the domestic small- and medium-scale shipbuilders currently face imminent threat from China and new challenge to focus on development of high value-added ships. So far, the marine leisure industry of Korea has been showed weak global competitiveness and there were few attempts to design and develop leisure boats and yachts. We describe the digital design process of leisure boat exterior that could reflect user's sensibilities and feelings of entire forms of the products. This design process contains stepwise sensibility evaluation via web and provides designers with various and fast feedbacks about their design outputs in each design stage.

A Study on Leisure Activities for Workers -Focusing on a Cooking Category- (국내 직장인을 위한 여가활동 방안 연구 -요리 분야를 중심으로-)

  • Lee, Jaeeun;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.305-310
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    • 2018
  • The purpose of this study is to suggest a leisure activity for improvement of personal life and career of Korean workers. To do this, DIY was selected as a method of leisure activity that minimizes cost, time and space contraints. As a method of research, I did case study for investigating the characteristics of existing leisure activities. In addition, I examined the needs about cooking activity through an in-depth interview with 8 workers whose hobby is cooking. As a result, two essential elements were derived. First, it is necessary to establish a clear scope and content of the brand. Secondly, a platform for sharing activity is needed. This study is significant in that it suggests the way to improve leisure activity of workers. After this study, it is expected that it will help to spread leisure activities of workers through the design of leisure activities plan.

The Effect of Baby Boom Generation' Leisure Activities on ICT Skills (베이비붐 세대의 여가활동이 ICT 이용 능력에 미치는 영향)

  • Oh, Joo Hyun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.1-12
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    • 2018
  • The objective of this study is to explore the way to improve baby boom generation's ICT skills in their daily life. This study explores the effect of leisure activities on ICT skills. The analysis used 2016 Korea Media Panel data. Results show that the more leisure activities baby-boomers participate, the higher ICT skills they could get. The result of 2SLS regression also supports the leisure activities' effect on the improvement of ICT skills. More specifically, watching performing art such as movies, musicals, affects the improvement of the integrated ICT skills, and creative hobbies such as cooking, painting, affect the ability to use video contents and e-commerce; shopping affects the improvement of communication and information searching with a digital device. These findings suggest that leisure activities could improve ICT skills for baby boom generation who are familiar with face to face communication.

A Study on the Experience Choice, Experience Effect and Experience Satisfaction on Marine Leisure Sports (해양레저스포츠 체험선택과 체험효과, 체험만족에 관한 연구)

  • Jung, Moon-Hyun
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.605-613
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    • 2014
  • The purpose of this study is studying the relationship among experience choice, experience effect and experience satisfaction of marine leisure sports for the vitalization of marine leisure tourism. After preparing a questionnaire, investigation and analysis were done by visiting Boryeong area. The result of the study is as following. First, it was found that the major cause of choice in marine leisure sports has positive impact on choice satisfaction. Second, it was found that the major cause of choice has positive impact on experience effect. Third, it was found that the choice satisfaction in marine leisure sports has positive impact on experience effect. Fourth, it wa s found that the marine leisure sports visitors like motor boat, banana boat and yacht experience. Fifth, it is suggested that an equipment rental desk, safety facilities and marine leisure experience facility included in a marine leisure experience center to be built.

Deriving Questions on the Evaluation Tools of Leisure Values for Senior Citizens: Based on the Delphi Survey (노인 여가 가치관 평가도구 문항 도출: 델파이 조사를 바탕으로)

  • Park, Da Sol;Yoo, Eun Young;Park, Ji-Hyuk;Hong, Ickpyo;Kim, Jung-Ran;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.11 no.1
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    • pp.49-68
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    • 2022
  • Objective : This study aimed to conduct a Delphi survey of occupational therapists with experience in elderly occupational therapy to derive items about the 'Elder Leisure Value Assessment Tool'. Methods : This study was conducted in two stages. The first stage was the collection of preliminary questions, and the second stage was the Delphi survey. In the first stage, a literature review and analysis of the 2019 National Leisure Activity Survey were conducted. The modified Delphi technique of the Delphi investigation was implemented in two rounds. Results : In the preliminary item collection phase, 39 items were selected for leisure value assessment and 45 were listed for the participating leisure activities. Subsequently, a Delphi survey of 25 professional groups resulted in 38 leisure value assessment items and 45 participating leisure activities. Conclusion : The questions drawn from this study are meaningful because they can identify specific leisure activities that the elderly participate in, as well as the various values that the elderly consider important when participating in such activities