• Title/Summary/Keyword: Digital leisure

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Relationship between Digital Informatization Capability, Digital Informatization Accessability and Life Satisfaction of Disabled People: Multigroup Analysis of Perceived Social Support Network (장애인의 디지털정보화역량, 디지털정보화활용 수준, 일상생활만족도 간 관계: 지각된 사회적 지지망 수준에 따른 다집단 분석)

  • Yeon, Eun Mo;Choi, Hyo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.636-644
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    • 2019
  • The purpose of this study is to explore practical intervention strategies by identifying the relationships among digital informatization capacity, level of digital informatization accessability and life satisfaction of disabled people and to determine differences among these relationships depending on perceived level of social support networks. The participants were 1,639 disabled people from the 2017 digital information gap survey and the results, based on structural equation modeling and multi-group analysis, are as follows. First, digital informatization capacity has a positive influence on the level of digital informatization accessability(β=.65), and life satisfaction(β=.08). The level of digital informatization accessability also has positive influence on life satisfaction(β=.44). Second, the analysis result of the mediated effects of digital informatization accessability level between digital informatization capacity and life satisfaction was significant at a level (β=.29) even greater than the direct effect of digital informatization capacity on life satisfaction. Third, digital information capacity and digital informatization accessability have an influence on life satisfaction regardless of their perceived level of social support. The findings suggest that creating online environments where disabled people can enjoy leisure, culture, and social interaction with high accessibility and utility are as important as providing education for improving their digital informatization capacity.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

A Study on the Planning Improvement of A Hall for the Aged in Apartment Housing -Focusing on apartments of Joong-dong, Bucheon city- (공동주택 경로당의 계획적 개선 방향에 관한 연구 -부천시 중동 소재 아파트를 중심으로-)

  • Ha, Seung-Beom
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.3
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    • pp.25-35
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    • 2009
  • This study is planning improvement of welfare facilities about the hall for the aged in apartment housing. An apartment house, famous residential type in Korea, put an important value on its convenience and economical efficiency of furniture arrangement by maximizing floor space index. In this regard, leisure usage of house was not carefully considered for the aged people. To redefine the efficiency of welfare facilities, research mainly deals with analysis of realistic needs for the aged through the spot survey and interview. The main purpose of this study is to enhance the quality of welfare facilities and propose the improved welfare facilities for the aged people. Through the research, conclusions are as followed First, Facility standard and provisions of the law should be revised for considering population growth of the aged people. Second, there are 4 plan types in the hall for the aged. Contrary to our expectation, diversity of program was not found however various program planning is needed for considering its different types of plan. Third, according to regulation, space restriction is based on the number of households. Therefore, room and space standard does not depend on the number of people. From now on, in order to improve quality of welfare facilities of the aged, revision of laws and overall facility standard should be implemented in advance.

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A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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A study on the perception of the metaverse and luxury fashion brands

  • Hosun Lim
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.125-147
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    • 2024
  • This study aims to analyze consumer perceptions of the metaverse platform and luxury fashion brands in relation to consumer lifestyles, thereby providing foundational data for future marketing strategies of fashion brands using the metaverse. A survey on the lifestyle and perceptions of the metaverse, as well as on luxury fashion brands, was conducted among 300 men and women between their 20s and 40s. Statistical analyses included frequency analysis, cross-tabulation, chi-square (χ2) analysis, factor analysis, cluster analysis, one-way ANOVA, and Duncan's post-hoc test. Factor analysis of the participants' lifestyles revealed five distinct types: "Indifferent," "Social, individual, and leisure-oriented," "Trend-leading and brand-oriented," "Appearance and fashion-oriented," and "Self-improvement-focused and individualistic" types. The analysis of luxury fashion brand perceptions based on lifestyle types showed that the "Trend-leading and brand-oriented" type had higher awareness and preference for brands such as Gucci, Burberry, and Balenciaga, while the "Indifferent" type showed lower levels of awareness and preference. Regarding brand perception related to luxury fashion brand content experiences within the metaverse, Gucci, Burberry, and Balenciaga showed consistent results across all types. Specifically individuals classified under the "Trend-leading and brand-oriented" category exhibited higher awareness and preference for these brands within metaverse experiences, while those categorized as "Indifferent" displayed comparatively lower levels. Therefore, digital marketing strategies targeting consumers under the "Trend-leading and brand-oriented" category are expected to be highly effective for luxury fashion brands. This study is poised to contribute to the expansion of the marketing landscape within the metaverse virtual world for fashion.

A Study on the Spacial Configuration of Public Libraries by the Multi-Functionality - Focus on the Japanese Public Libraries - (다기능화에 의한 공공도서관의 공간구조에 관한 연구 - 일본 공공도서관을 중심으로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.18 no.4
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    • pp.105-115
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    • 2009
  • As database become more variable and multimedia, the integration between conventional library based on printed matter and digital library on IT makes it accelerated that the changes in today's information circumstances. Due to more leisure time modern people who get intellectual and interested in variety so they need continuing education, intellectual satisfaction and cultural life. Consequently today's public library expands to become a source of every kind of information, an educational facility and community facility to fulfill the cultural needs. On the assumption above, this study aims at offering database for planning public library that meets the needs for multifunctional library through analyzing space, structure, and character of modern public libraries and chooses 8 cases in Japan provide both primary and additional functions. Quantitative data from blueprints, websites and publications has been collected to analyze the space arrangement corresponding with the functional characteristics.

Clothing-Purchasing Behavior and Preferred Sensation according to Fashion Lifestyle of Female Consumers (여성소비자의 라이프스타일에 따른 의복구매 행동과 선호감성에 관한 연구)

  • 한경미;나영주
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.9_10
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    • pp.1026-1035
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    • 2003
  • The purposes of this study were to analyze the new lifestyle of female consumer of age in the range of 19∼35 and to investigate their clothing-purchasing behavior and preferred sensation by lifestyle group. The questionnaire survey was carried out on 402 subjects with 31 lifestyle questions, 32 questions of clothing purchasing behavior and 18 questions of preferred sensation. Through factor, cluster analysis and anova using SPSS, we found that the female consumers were composed of 6 lifestyle groups; Traditional Appearance Pursuit(19.4%), Personal Life Pursuit(15.7%), Outer Beauty Pursuit(15.9%), Active Practical Pursuit(11.4%), Digital Leisure Pursuit(13.4%) and Unconcern(21.6%). The location of 6 lifestyle group were visualized in 2-D as the horizontal axis of 'Internal↔Appearance' and the vertical axis of 'Personal↔Collective'. Six groups by lifestyle showed different clothing-purchasing behavior and preferred sensations, and had different socio statistical parameters, such as age, income, job and education.

On dynamic flight response of golf ball containing nanoparticles for improving quality

  • Yuwei Du;Guowen Ai;M. Kaffash
    • Advances in nano research
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    • v.15 no.6
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    • pp.579-585
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    • 2023
  • This research delves into the intricate dynamics of the flight response exhibited by a golf ball that incorporates nanoparticles with the goal of enhancing its overall quality. The golf ball is meticulously modeled utilizing beam elements, and the impact of nanoparticles is intricately captured through the application of the Halpin-Tsai theory. Employing a numerical solution, the study thoroughly explores the flight response of the golf ball, taking into account the nuanced effects of the embedded nanoparticles. By scrutinizing the aerodynamic characteristics through advanced simulations, this investigation aims to provide valuable insights that could potentially revolutionize the design and performance of golf equipment, offering a pathway towards superior quality and enhanced functionality in the realm of golf ball technology. Results show that increase in the volume percent of nanoparticles, improves the flight response of the golf ball.