• Title/Summary/Keyword: Digital leisure

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A Study on the Influence and Re-participation behavior of Marine Safety Virtual Reality Experience Education on the Consciousness of Marine Safety (해양안전 가상현실 체험교육의 효과성에 관한 연구)

  • Kim, Sung-Duck;Lee, Yung-Kuk
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.437-444
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    • 2021
  • The purpose of this study is to investigate the relationship between consciousness of marine safety, re-participation behavior of marine safety virtual reality experience education. For the study, participants in marine safety virtual reality experience education were surveyed from July to August 2020. Specifically, all participants were NakDanbo Water leisure center and Song-do Marine leisure center. A total of 300 participants were sampled using convenience sampling method, but 253 were finally used in the data analysis excepting incomplete or faithless questionnaires. the data analysis was conducted through frequency analysis, Cronbach's alpha, Exploratory Factor Analysis (EFA), correlation analysis, simple and Multiple regression analysis using SPSS 20.0. The results are as follows. Firstly, participants in marine safety virtual reality experience education positive impact on had a significant effect on consciousness of marine safety. Secondly, participants in marine safety virtual reality experience education positive impact on had a significant effect on re-participation behavior intention. Lastly, consciousness of marine safety had positive effects on re-participation behavior intention.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

A Study on Evaluation of Baby Boomer's Life Redesign Educational Program (베이비부머의 생애재설계교육 프로그램 평가에 관한 연구)

  • Kang, Hyun-Jung
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.493-499
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    • 2014
  • This study aims to verify the effects of the life redesign educational program based on the baby boomer (11 members of experimental group, 12 members of control group). The program was conducted for two hours two times in a week in the area of Chungnam (Total 8weeks 16sessions). First, in the result of the Wilcoxon's pairs signed-ranks test between the pre-post tests for the analysis on the program effectiveness of the experimental group of baby boomer, the baby boomer of experimental group showed an improved perception of preparing the volunteer work in the perception of preparing their old age, and there was no pre-post significant differences in the control group. In case of the experimental group, perception of the post-retirement preparation, such as a physical preparation, emotional preparation, financial preparation, volunteer work preparation and leisure activities preparation increased in average. Second, the satisfaction for the program's educational process, educational contents, educational data, educational method, instructor and the educational environment were shown to be more than 3.5 points out of 5 points in full.

The Effect of Use Motives, Self-Control and Social Withdrawal on Smartphone Addiction (이용 동기와 자기 통제력 및 사회적 위축이 스마트폰 중독에 미치는 영향)

  • Lee, Young-Joo;Park, Joo-Hyun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.459-465
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    • 2014
  • Despite the ever-increasing smartphone addiction of adolescents and a variety of consequent problems not much research has been conducted on the issue. It is time to prepare a set of countermeasures to protect them from the addiction. The central purpose of the current paper is to identify how use motives, self-control and social withdrawal affect their smartphone addiction. It was found (i) that the motives of information acquisition, social relationship, amusement and use of leisure time exert significant influence on smartphone addiction, (ii) that less self-control and greater impulsiveness result in greater addiction, and (iii) that social withdrawal of users also have significant effect on smartphone addiction. Such findings are expected to provide base data for any attempt to develop countermeasures against addiction. It is desirable that we had better check the play activities of adolescents and develop self-control programs to help them alleviate impulsiveness than simply impose strict restrictions on the use of smartphones.

A legal approach and interpretation of article typed advertisements of online sport media as exaggerated advertisements (온라인 기사형 광고의 허위 및 과대·과장광고로써의 법률적 접근과 해석)

  • Ma, Yoon-Sung;Hwang, Ho-Young
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.391-402
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    • 2016
  • The purpose of this research, paying attention on the exaggerated advertisements on online sport media, was to investigate the illegality of the article typed advertisement of online sport media. The results of this research were as follows; First, the article typed advertisements are the assets of the media company as other articles or advertisements. Second, the persons of capacity to act are defined with sport online media, advertiser and customers. Third, the exaggerated advertisements of the sport online media and advertiser are regulated by Korean legal system. Fourth, when victims occurred, the rights of claim for damages could be activated based on the article 750 of the Korean Civil Law. Fifth, the liability for damages may be imposed by Korean Civil Law to the sport online media restrictively.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

Occupational Stress and Its Associated Factors among Male Workers in Small-scale Manufacturing Industries under 50 Members (50인 이하 소규모 제조업 남성 근로자들의 직무 스트레스와 관련요인)

  • Kim, Dong-Hyun;Cho, Young-Chae
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.405-413
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    • 2012
  • This study of male workers of small manufacturing companies with 50 or less determine the level of job stress and Investigated the relevance of these demographic characteristics, health behaviors, and job-related characteristics. The study subjects were 856 male workers, health checkups and screening agencies are engaged in small manufacturing companies with 50 or less people. Data collection period from April 1, 2010 until June 30, during the self - administered questionnaire through a survey was done. The Study results, several demographic characteristics, health-related behavioral characteristics and job-related characteristics of the variables and job stress is surveyed, there was a significant association. Drinking status, occupation, hours of sleep, leisure activities, whether working position, duration, number of hours per week, for inpatient and outpatient experience, whether in the workplace satisfaction, especially those affecting the job stress factors, such as has been pointed out, Therefore, in order to reduce job stress, health-related behaviors and the work environment, and efforts to improve the content of the job.

The effect of foul on the performance during the field hockey game (필드하키 경기 중 파울이 경기력에 미치는 영향)

  • Park, Jong-Chul;Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Kim, Ju-Yong
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.489-495
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    • 2018
  • The purpose of this study was to investigate the effect of fouls on performance in field hockey games. A total of 33 matches and 2101 fouls from 10 teams participated in the 2017 World League SEMI-FINAL tournament were analysed by region, race, type, and cause. The total data that is analysed by SportsCode and SPSS(correlation analysis & chi-square test)have showed that the top ranked countries had a higher foul frequency than the lower ranked nations. According to the situation that has showed the result of the analysis, it showed that there was no difference between the results analysed on the foul type and the attacking and defence situation but it has indicated that area, game situation and the cause of fouls showed there was a significant difference. On these results, it is hoped to use fouls as one of the tactical means in women's field hockey games.

A Comparison of Assessment of Child Friendly Cities by Parents and Child Service Providers in Selected Local Government (아동친화적인 지역사회에 대한 부모와 아동관계자의 인식 비교 - A기초자치단체를 중심으로-)

  • Kim, Jin-Sook
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.49-60
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    • 2017
  • The purpose of this study was to examine the recognition of the Children's Rights Guarantees among parents and child service providers in a local community, and to explore ways to organize Child Friendly Cities. To this end, I analyzed survey data collected from a municipality based in Seoul, Korea, and discovered certain differences in recognitions of play and leisure, citizen and participation, safety and protection, health and social service, education, and housing. Among the six categories, the parents and child service providers recognized that education and housing were relatively well guaranteed whereas citizen and participation was less secure. Child service providers were more negative in the physical environment for building child-friendly community, while parents were more negative about the institutional / cultural environment, such as participation rights. Based on these findings, I suggested the following: First, the physical environment should refer to the standards of child welfare officers, and the institutional and cultural environment should refer to the parents' standards. Second, the participation of parents and child service providers as well as children should be expanded in the community decision-making process.