• Title/Summary/Keyword: Digital Leisure

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The Effects of Social Participation and Social Support on Quality of Life of the Elderly (노인의 사회활동 및 사회적지지가 삶의 질에 미치는 영향)

  • Kim, Eun-Kyung;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.811-820
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    • 2013
  • This study aimed at analyzing the effects of economic and leisure activities and social supports on the life satisfaction level of the olders who live in the Seoul city and surroundings and finding out the differences in the variables such as the economic and leisure activities, social support and life satisfaction level according to the demographics variables of the older. And the results are as follows. First, the education level, the status of living with spouse, status of economic and health conditions have positive influences of life satisfaction lever of the older. But the participation duration and frequencies of the economic and leisure activities do not affect on the life satisfaction level of the older. Second, the social support has an influence on the life satisfaction level of the older. Third, the differences in the variables such as social participation social support and life satisfaction lever of the older according to the demographic variables were found out partially.

Effects of Married Female Immigrants' Consciousness of Later Life and Social-Leisure Activities on Their Preparation Perception for Their Later Life in Choongchungnam-Do (결혼이주여성 노후생활인식과 사회활동 및 여가활동이 노후준비의식에 미치는 영향 -충청남도를 중심으로-)

  • Moon, Mi;Song, Sun-Hee
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.379-387
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    • 2014
  • This study aimed to explore the effects of married female immigrants' consciousness of later life and social and leisure activities on their preparation perception for their later life. We used data from 355 married female immigrants, residing in or nearby, Choongchungnam-do, Korea in 2013. Regressional analysis and SPSS 18.0 were conducted to prove the hypotheses. Consistent with previous studies, the findings of this study indicate that having more activities on leisure and social life and more planning on later life constitute critical factors for higher emotional, physical, and economical preparation perception for later life. Here we discussed strategies in planning social welfare policy for married female immigrants by providing basic information.

A verification of algorithm on resilience leisure programs for the productive aging of the new elderly in Korea (한국 신노년층의 생산적 노화를 위한 회복탄력형 여가 프로그램 알고리즘 검증)

  • Yi, Eun Surk;Hwang, Hee Jeong;Shim, Seung Koo;Cho, Gun Sang;Ahn, Chan Woo
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.505-515
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    • 2017
  • This study examines the verification of algorithm on resilience leisure programs for the productive aging of the new elderly in Korea. The subjects for this study were 525 new elderly who lived in metropolis, medium-sized cities and farming area. The reliability and validity test of the questionnaire were conducted by using SPSS 20.0 program; the results of tree analysis are as follows; First, The influential factor in the resilience leisure programs is subjective health status, desire for activity, interpersonal exchange and household income. The most influential resilience factor of algorithm is interpersonal relationship, self-regulating and affirmative. The structural algorithm of resilience was that low interpersonal relationship group related to the affirmative and high interpersonal relationship group related to the self-regulating.

Factors Influencing Military Leisure Activities on Life Satisfaction Using Path Analysis (경로분석을 이용한 군대의 여가활동 유형이 생활만족도에 미치는 요인)

  • Kim, Ho-Won;Kim, Dong-Hyun;Kim, Nam-Song
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.471-478
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    • 2013
  • This study has been conducted on soldiers' leisure activities and their military life satisfaction using path analysis. The survey for the research had been done with military personnel serving at two units, located in north Gyeonggi province and south Gyeonggi province, using 856 questionaires for eight weeks beginning september, 2011. The results showed that military life contentment was found to be influenced significantly by the factors such as physical symtoms, depression, and social support. with this results, the hope is that they could enhance military life satisfaction by developing and introducing various leisure programs which could help relieve depression, physical symtoms, and build social support among soldiers.

A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.

A Study on Multi-level Models in life satisfaction of Elderly Living alone : Moderating Effect of Elderly's Leisure Activity and Social Support (다층모형을 활용한 독거노인의 삶의 만족도에 미치는 영향요인 분석 : 생산적 여가참여와 사회적지지의 조절효과를 중심으로)

  • Kang, Jong-Pil;Yoon, Jiyoung
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.89-98
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    • 2017
  • This study aims to examine whether the life satisfaction of the elderly living alone is influenced by demographic background, economic activity, productive leisure participation and the moderating effect of social support. Data in this study was from 5th Korean Retirement Income Study, and 890 elderly living alone were extracted and analyzed, and a multi-level analysis was used to analyze the data because the life satisfaction of the elderly living alone has a random effect according to the region. The results of this study were as follows; First, the elderly living alone showed high life satisfaction when they live in province rather than Seoul or metropolitan city, spend higher living expenses, do economic activities, and they are economically independent. Second, those who participated in productive leisure activity were more satisfied with life than those who did not, and those who have social support are more satisfied with their life. Third, the relationship between productive leisure participation and life satisfaction was moderated by social support. When the elderly living alone participate in productive leisure activities, they feel more life satisfaction according to social support given to them.

Design and Realization of the Sailing System for Mille and Small Leisure Ships (중소형 레저선박용 운항시스템 설계 및 구현)

  • Oh, Hong-Geun;Park, Jung-Min;Kim, Chul-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.3
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    • pp.411-418
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    • 2017
  • In the domestic case, although technological capabilities are recognized globally in the IT field, it is actually that the technical capabilities of the domestic leisure ship market which is formed mainly by fishing vessels are not beyond their technical capabilities At the point where the GNP of our country already goes over 22,000 dollars, the demand for the products related to the middle and small leisure boats is gradually increasing, but most of the high added value products depend on the imports from U.S.A. and Europe. And in case of the cars, with the Car Navigation as the start, products which satisfies various demands of the users are coming out in large quantity and now the IT technology is the necessity which can not be lived without in the car industry. Thus, if the digital ship navigator which jointed the recent ICT technology which was applied to the land for the domestic middle and small leisure ships by utilizing the embedded hardware technology and mapping technology which are credible is developed and distributed, it will become not only the opportunity to improve the industry related to middle and small ship IT, but also, the export about overseas market can be expected.

A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.