• Title/Summary/Keyword: Digital leisure

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A Study of Satisfaction with the children of multi-cultural family through Taekwondo program (태권도 교육 프로그램을 통한 다문화가정 자녀들의 만족도 연구)

  • An, Sang-Yun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.535-543
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    • 2017
  • This study aimed to improve the satisfaction of multi-cultural children by encouraging their participation in healthy exercises, and confirm the level of changes in their school life, the satisfaction with happiness. In order to achieve this purpose, dividing the participants in this program into an experimental group of 20 who participate in taekwondo training program and a comparison group of 20 who do not do sports activity, the study was conducted with a binary mixed design by three repeated measures by group. The conclusions made through these measures were as follows: According to the measurement time between the experimental group who participated in taekwondo training program and the comparison group who did not do sports activity, there were differences in changes in satisfaction of school life, leisure satisfaction, and satisfaction with happiness. Namely, the change in the experimental group was more than that of the comparison group. In conclusion, for multi-cultural children, it can be assessed that as the duration of participation in the taekwondo training program increases, the effect was clear, and it was found that satisfaction of school life, leisure satisfaction, and happiness satisfaction have changed statistically and significantly.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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The Relationship between Supervision and Job Burnout of Workers in Leisure Welfare Centers for the Elderly: Mediation Effect of Self-efficacy (노인여가복지시설 종사자의 슈퍼비전과 직무소진의 관계에서 자아효능감의 매개효과)

  • Lee, Byoung-Rock
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.661-666
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    • 2022
  • This study verified the influence of supervision on job burnout and mediating effect of self-efficacy of workers in leisure welfare centers for the elderly. A survey of 275 employees of 15 facilities of Daejeon and Chungnam area was conducted. Main analysis methods are confirmatory factor analysis and structural equation model analysis. The analysis result is that supervision influences job burnout and mediating effect of self-efficacy is proved. Considering the analysis result, some countermeasures can be proposed to alleviate the job burnout. For improving the supervision of workers, the strengthening of educational and evaluational supervision, the provision of education and training for supervisors and individualized supervision, and the inclusion of supervision in facility evaluation are necessary. To improve employees' self-efficacy, it is necessary to provide capacity-building programs and emotional support services, education and administrative support for improving ethical awareness, and self-leadership.

Space Syntax-based Application to Recommend Paths for Female's Safe Leisure Life (Space Syntax 기반 여성의 안전한 여가활동 경로 추천 애플리케이션)

  • Lim, Won-Jun;Lee, Kang-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.127-135
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    • 2015
  • In this paper, we propose and implement an application that recommends safe paths for outdoor leisure activity of women based on Space Syntax theory. Compared to general navigation systems which focuses on the shortest time or the shortest distance, the proposed application makes safe paths the first priority. It generates path recommendation with regard to accessibility of travel time and correlation of regions and considers various risk factors for searching for the safest path. Concludingly, the employed Space Syntax algorithm enables the women users to select their own customized paths.

Factors Affecting the Reuse of Accommodation Applications and Suggestions for Improvement for it -focusing on 'yarolga' and 'goodchoice'- (숙박 애플리케이션 재이용에 영향을 끼치는 요인과 개선 방향 제안 -야놀자와 여기어때를 중심으로-)

  • Park, Jung-Hoon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.293-299
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    • 2018
  • The purpose of this study is to investigate the reasons for users to use accommodation applications and thefacts that affect reuse, and to suggest a design that can be used more conveniently for users. O2O services have diversified as more generations are enjoying leisure activities and the mobile market is expanding. Especially, the most important service in leisure activities is accommodation service. For the study, we surveyed about using accommodation application for 103 men and women in their 20s and 30s. Surveys shows that the main reason for users to reuse application is discounted services through events. Therefore, we will suggest anew design by collecting the inconveniences of users when using applications. We hope that the accommodation market can be expanded not only in Korea but also overseas markets by improving the services users, who use accommodation application, want though this study.

CURRENT STATUS & PERSPECTIVE OF THE SPORTS INDUSTRY IN KOREA, U.S., AND JAPAN

  • Han, Sung-Soo
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.129-144
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    • 2004
  • The purpose of this paper is to identify current trends in the sport industry in Korea, U.S. and Japan and to also analyze the potential of the sport industry in the 21st Century. This paper analyzes the current sport related index of Korea, U.S. and Japan and the effect of scientific development. Scientific development has provided prosperity to modern societies and has thus increased the personal disposable income and leisure time available to people living in these societies, Many people spend their?leisure time on sports related activities and the number is growing day by day and this situation makes the sports market a very attractive and important business sector in the world. Considering the increase of household income and leisure time and the introduction of a five-day working week system, the sports market potential growth will be considerable and it is certain the demand for sports related activities, services and products will also show increases in the 21st Century. This paper estimates that sports expenditures could be estimated at $10 billion in Korea, $150 billion in U.S and 4.3 billion yen in Japan. The general trends currently in action in the sport industry estimate that these numbers are growing rapidly and the relative importance of the sport industry among all industries is becoming one of the most important new emerging markets in the world.

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Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.19-30
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    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

A Study on Leisure Activities and Life Satisfaction of the Elderly in With COVID-19 Era (위드 코로나(With COVID-19)시대 노인의 여가활동과 삶의 만족도에 관한 연구)

  • Lee, Kyung A;Son, Hee Won
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.445-459
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    • 2022
  • This study presented a plan to improve the life satisfaction and leisure status of the elderly in the With COVID-19 era, and the life satisfaction of the elderly. For this purpose, we investigated life satisfaction and leisure life for 107 senior citizens at the Gyeonggi Senior Welfare Center, and the following results were obtained. First, it can be seen that overall life satisfaction was relatively lower after Corona than before. Second, in the correlation between leisure activity and life satisfaction, there was no significant correlation between the level of leisure activity and life satisfaction before Corona, and a significant positive correlation was found between the level of leisure activity and life satisfaction after Corona. seemed If alternative measures are proposed according to these results, first, it is necessary to seek ways to improve and manage the environment for the elderly in the with Corona era in the local community. In particular, in order to reduce the adaptation gap among the elderly due to the many changes in digital technology, institutions related to the elderly are providing education on how to use smartphones and kiosks, but it needs to be expanded as a community-wide measure. Second, a systematic system for health care for the elderly in the era of With Corona must be provided. Third, the old-age income security system and support are required so that the minimum living security is guaranteed for the elderly who are experiencing economic difficulties due to the corona virus. Fourth, it is necessary to revitalize programs related to talking to the elderly and counseling for the improvement of relationships and location satisfaction due to social distance and relationship atrophy due to Corona.

A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.

A Study on Structural Relations among the Social Support, Self-Esteem, and College Life Adjustment of College Students Participating in Convergence Leisure Sports Activities (융합 여가스포츠 활동에 참여하는 대학생들의 사회적 지지와 자아존중감 및 대학생활적응의 구조적 관계)

  • Han, Sang-Jun;Lee, Sang-Heang
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.515-523
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    • 2015
  • The purpose of this study was to investigate relations among the social support, self-esteem, and college life adjustment among college students participating in convergence leisure sports activities. Selected to attain the purpose were 300 college students that took a course on leisure sports at universities in Gyeonggi-do, Chungcheong-do, and Jeolla-do Provinces. After excluding 59 questionnaires that seemed to contain insincere answers from total 300 questionnaires, 241 were used in analysis as final valid samples. They were analyzed in frequency, reliability, and correlation analysis with the PASW Ver. 18.0 program and then confirmatory factor analysis and structural equation modeling analysis with the AMOS 18.0 program. The findings were as follows: First, support from family and support from others among the subfactors of social support had positive effects on positive ego, one of the subfactors of self-esteem, and negative ones on negative ego. Secondly, positive ego, one of the subfactors of self-esteem, turned out to have positive impacts on academic adjustment and school life adjustment, two of the subfactors of college life adjustment, whereas negative ego had negative impacts on academic adjustment and school life adjustment.