• Title/Summary/Keyword: Digital leisure

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The Relationships among Smart phone Use Motivations, Addiction, and Self-control in Nursing students (일 대학 간호학과 학생의 스마트폰 이용 동기, 중독과 자기 통제력의 관계)

  • Cho, Meekyung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.311-323
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    • 2014
  • The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.

A study of the vitalization strategy for public sports facility through big-data (빅데이터 분석을 활용한 기금지원 체육시설 활성화 방안)

  • Kim, Mi-ok;Ko, Jin-soo;Noh, Seung-Chul;Chung, Jae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.527-535
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    • 2017
  • As interest increases in health promotion through sports, demand for public sports facilities is steadily growing. However, there is a lack of research on operation and management compared with the supply plan of public sports facility. In this context, the aim of this study is to address problems of management of public sports centers and suggest strategies for vitalizing the facilities through the big-data. The data are collected from web such as news, blog, and cafe for one year in 2015. From the big-data, We can find that the national sports centers and the open gyms showed similar users' behavior but showed different needs. Both facilities have been used as sports and leisure area and have a high percentage of visitors for other purposes such as walking, picnics, etc. However, while the national sports facilities which were used for more specialized programs, the open sports center were used as leisure space.

Generational Differences in Values of Life and Factors Influencing Turnover Intention among Korean nurses (간호사의 삶에 대한 가치관이 이직의도에 미치는 영향: 세대에 따른 차이)

  • Lee, Hyunsook Zin;Kim, Young Hee
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.217-228
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    • 2021
  • This study was to identify generational difference of values of life and factors influencing turnover of Korean nurses. Total 294 nurses of generation-X, Y, and Z participated. Analysis of variance(ANOVA) and Multiple Regression Analyse was conducted. The result of the study was that Gen-X and Y nurses considered family life as the most important thing in life and Importance of work was the next by Gen-X and leisure time by Gen-Y. However, Gen-Z nurses regarded leisure time as the most important. These findings indicate that influencing factors on turnover of Korean nurses were different by nurses generations. These results indicates that it is necessary to develop different strategies by generations in order to manage turnover issues for Korean nurses.

The Analysis on Sport Emotion Type by Sport Game Characteristics: with Social Big-Data (스포츠 경기의 특성에 따른 스포츠 감정 유형 분석 : 소셜 빅데이터를 중심으로)

  • Kim, Young-Mee;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.371-377
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    • 2021
  • This study tried to analyze the types of sport emotion by sport game characteristics. For that, 7 soccer games and 6 baseball games of Korean team in 2018 Asian Games were selected, and the articles and their replies about those on social network services were collected as study materials. Python was used for the collecting and expert group meeting was held for the emotion analysis. As the results of the analysis on sport emotion types by win or lose, the level of opponents and the performance of Korean team as game characteristics, the following conclusions were drawn. First, it was hard to say that win or lose and opponent's level make certain sport emotion type. Second, The performance could made contended, enthusiastic and joyful emotions when judged good, but frustrated, angry, humiliated emotions when bad. Third, social·cultural background or certain event of the games also could effect on the sport emotion types. Follow-up studies with the other game characteristics and more game cases were needed to find out more clear causal relationship.

Development of Reality Image Content Reflecting the Characteristics of Older Adults: Focused on the Implementation of Multi-Display Images (고령층 특성을 반영한 실감 영상 콘텐츠 개발: 멀티 디스플레이 영상 구현을 중심으로)

  • Dae-Hyuk Moon
    • Journal of Industrial Convergence
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    • v.21 no.7
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    • pp.1-8
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    • 2023
  • There have been more demands for the culture and leisure activity services in the industry friendly to older adults. Of these culture and leisure activities, the activity of their watching TV programs and online media content has been on the increase. High-resolution display devices have become popular and are cheaper than before, and hardware for realizing multi-dimensional images can be easily configured. However, it is not easy to view high-resolution multi-dimensional images that reflect the physical and mental characteristics of the elderly. It is expected that the results of this study contributes to developing a variety of content for older adults' culture and leisure activities with the use of reality image technology and promoting the industry friendly to older adults by developing.

The influential Factors of excessive daytime sleepiness for public Service Workers at Subway Stations (지하철 역무직 근로자의 주간수면과다증 영향 요인)

  • Choi, Suk-Kyong;Jung, Eun-Sook
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.225-233
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    • 2015
  • This study was conducted in an attempt to determine the factors that cause excessive daytime sleepiness among 927 subway station employees located in Seoul. Data were collected with a structured questionnaire through the web site and were analyzed using SPSS 20.0 statistical software. Results showed that marital status made a statistically significant difference in general characteristics, and hobby/leisure activities made a statistically significant difference in health-related characteristics. Workplace and satisfaction with the organization made a significant difference in job-related characteristics, and physical environment, job demand, job autonomy, relationship conflicts, organizational system, inappropriate compensation, and organizational culture made a statistically significant difference in job stress factors. Factors that affect excessive daytime sleepiness were hobby and leisure activities, satisfaction with the organization, physical environment, job demand, job autonomy, organizational system and organizational culture, showing a 20.5% explanatory power. This study proposes the operation of programs that can improve the physical environment, change the organizational system and increase satisfaction with the organizational culture among station employees in order that they can enjoy their hobby/leisure life and relieve job stress so that they can avoid excessive daytime sleepiness.

Predictors of Psychological Happiness in Leisure Sports Participant - Focusing on Amateur Baseball Clubs - (여가스포츠 참여자의 심리적 행복감 예측요인 - 사회인 야구를 중심으로 -)

  • Suh, Hae-Joo;Kim, Ja-Ok;Kim, Ja-Sook;Kim, Hack-Sun;Park, A Young
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.409-420
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    • 2018
  • This is a convergence study to investigate the factors affecting the psychological happiness of leisure sports participants(social baseball club) and to present a strategy for effective program development. The subjects of this study were 151 participants of social baseball clubs in J-do area and collected data by self-reported questionnaire. Data were analyzed by descriptive statistics, t-test, ANOVA, correlation analysis and stepwise multiple regression analysis. The results of this study were the explanatory power was 54.1% with psychological happiness, quality of life, self-efficacy. As a result, it was confirmed that strengthening interpersonal relationship ability, positive reinforcement of self-efficacy, and quality of life were important for improvement of psychological happiness. and in the future, it is necessary to study repeatedly to confirm the influence of psychological through objective measurement.

An Analysis of Demand-side Factors in Korea's Movie Industry (한국 영화산업의 수요 측면 변수 분석)

  • Cho, Byung-Ki;Koh, Chan
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.103-114
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    • 2010
  • People generally focus on the supply side when conducting a study on the movie industry. However, to understand the movie industry better, one needs to analyze both sides - the demand and supply of movies. This paper analyzes demand-side factors that have long been taken for granted in Korea's movie industry. The study used data for 1991~2008 on the following demand-factors : the average ticket prices, the number of working days and hours, the average personal income, the number of spectators for the two major professional sports, cable TV, the number of movies released each year and the number of movie screens. This study shows that ticket prices do not conform to the law of demand. According to the law of demand, increasing price leads to a decline in demand. However, in reality, the number of viewers went up along with ticket prices. The study found that demand for movies was correlated to income levels and leisure time. An increase in the number of leisure hours and income levels pushed up demand. Contrary to general belief, a growth in the availability of substitutes, such as professional sports(soccer and baseball), did not result in a fall in demand for movies. The audiences for both sports and movies grew simultaneously as the amount of leisure time increased. Contrary to the general expectations that more diversified genres of movies will draw larger audiences by satisfying different individual tastes, the diversification had little impact, but the number of movie screens was positively correlated with audience size. In sum, changes in ticket prices and the quantity of substitutes had little influence on demand in the movie industry. Rather, it was the supply side of the industry that induced demand.

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Influence of Clinical Nurses' Personality and Resilience on Happiness Index (임상간호사의 인성, 회복탄력성이 행복지수에 미치는 영향)

  • Kim, Sung-Eun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.357-365
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    • 2019
  • This study was conducted to identify correlations in clinical nurses' personality, resilience and happiness index to provide basic resources for nurses' happiness at work. Methods: From May 1 to 15, 2019, self-report questionnaires were distributed and collected from 307 of clinical nurses in 10 hospitals located in P-metropolitan city and K-province. Analyses included descriptive statistics, t-test, Analysis of Variance, Pearson's correlation coefficient, and multiple regression, conducted using IBM SPSS/WIN 24.0. Mean scores were nurses' personality 3.67, resilience 3.28, and happiness index 3.28. There were significant differences on the happiness index for: clinical experience, type of work, and leisure activities and a positive correlation between personality and resilience, between personality and happiness index and between happiness index and resilience. Happiness index was influenced by clinical experience 'Less than 1-5' (${\beta}=-.41$), '${\geq}10$' ${\beta}=-.39$), 'Less than 5-10' (${\beta}=-.34$), resilience (${\beta}=.35$), personality (${\beta}=.29$), type of work '3 shifts' (${\beta}=.12$), leisure activities (${\beta}=.10$). Explanatory power of these variables was 41%. Conclusion: Based on the findings of this study, so it is necessary to operated the career management, work management, personality training, support for resilience promotion program and leisure activities in order to increase the happiness index of hospital nurses.

Understanding Seniors' Acceptance and Usage for Online Education Program: Based on Grounded Theory (온라인 교육 수용 환경에서 시니어들의 디지털 행동 이해: 근거이론 적용)

  • Jang, Hyun Yong;Park, Sang Cheol;Koh, Joon
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.77-100
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    • 2020
  • This study conducted a qualitative study on 23 seniors over 55 years old to understand the digital behavior of seniors in the online education acceptance environment. Grounded Theory methodology was applied to the initial enrollment behavior, login behavior, and utilization behavior of online education program. Through the process of open coding, axis coding, and selective coding, the framework in the online education environment of the senior generation was finally derived. As a causal conditions for the senior generation to participate in the online education environment, goal orientation, relationship orientation, leisure orientation and external compulsory were derived, and shadow work appeared as the central phenomenon. Also, contextual conditions resulted in social change, physical and cognitive aging, and psychological atrophy. The intervening conditions included digital device acceptance, educational attitudes, environmental factors, and self-efficacy. Based on this, the action/interactions strategy formed a positive and negative attitude toward shadow work. As a result, positive response behavior, compromising behavior, and shadow work avoidance behavior were shown. It is hoped that this study will be reflected in future researches for the use of digital devices of the elderly and the expansion of online education participation and government policy.