The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.
This study aims to develop materials related to math education for the aged and to identify the effects of application as part of active measures to the aging society with its growing elderly population which is one of the greatest changes in our society. In this purpose, the necessity and objectives for development of materials of 'Silver Math' as education for the aged are explained. Developing and disseminating materials with a role as a program for intelligent needs and physical and spiritual health of the aged presents standards for development of more systemic and meaningful educational materials at this point of time when the importance of education of the aged increases to help the old enjoy qualitatively successful lives in later years in the perspective of lifelong education. Also it aims to present standards of contents and requirements in learning that are adequate and meaningful to old learners at the actual learning sites where education takes place only in terms of making good use of spare time while at the same time suggesting plans of teaching and learning as well as conditions for learning environment. Next, the effectiveness of 'Silver Math' are explored by applying developed materials to the aged. materials of 'Silver Math' for the aged with contents that are appropriate to the definitive and cognitive level of the aged are presented. The developed materials for mathematical activities are divided into 'computation of basic numbers' for those wishing to learn calculation and concepts of numbers, 'active math' that corresponds to definitive factors of old learners, facilitates leisure time through mathematical activities, and Improves communication abilities through cooperative learning among learners, and 'math with thinking power' to solve simple calculation problems by applying to various actual situations.
This study is to reduce the rate of drowning accident by using of buoyancy bag. People are exposed to the high risk of drowning accident when they have water leisure activities due to the lack of safety mind-set and shortage of safety products. In case of drowning accident, the rescue action is normally depending on the other people's assistance. Therefore, rescue activities which relyn the people doesn't improve the ratio of survival in the drowning accidents. The submarine specialists should use the buoyancy products to rescue the people in the drowning accident. The citizen can carry portable buoyancy product in the automobile as well as by hands anywhere and anytime. It will be effective rescue tool to save his/her life in the emergency. In addition, it will contribute to rescue other's life because it can be used immediately. There are 3 positive characteristics on the buoyancy bag. First, it is convenience. Documents and other stuffs can be kept in the bag. Second is safety. The material of buoyancy is placed in the inner of the bag. It is possible to float the person whose weight is 90 kg. Lastly, it is durability. It can be used long-term because the outer of the bag is made of anti-water material and anti-water zipper. As a result of performance analysis, it is evident that the buoyancy bag can be used to rescue the people in the drowning accident as a indirect rescue tool compared with the current other rescue products. It is recommended that the design of outer box and performance of buoyancy are required to be improved in order to contribute more to rescue people in the accident.
This study is conducted to determine the damage, distinguish the types and identify the restoration by that type for 13 Korea national parks out of 21. There are 21 Korea national parks are in Korea covering 6.67% of the country or $6,656km^2$ ($3,902km^2$ on land and $2,754km^2$ in the sea) currently since the area around Jirisan ($440km^2$) was designated as the first Korea national parks in 1967. With the cancellation of entrance admission on Korea national parks since 2007, annual visitors to the Korea national parks have grown from 37 millions in 2008 to 46 millions by 2013 and continue to grow due to numerous leisure activities, alpine activities and social changes. As such, Korea national parks are natural resource with high value to be conserved and are attracting significant attention as recreational spaces for people at the same time. On the other hand, there have been issues of soil erosions or disturbed vegetation due to increased number of visitor to the national parks. Korea national parks area damage to its type and damage characteristics to analyse the 13 Korea national parks out of 21 on July 2012 March, Korea national parks over the subjects of the National Park from damaged area status Survey analysis by the Korea National Park Service. As a result, 203 million units in the 16 Korea national parks damaged land of the reform package during ecological trail (including non-regular hiking trails) 153 (77.66%), damaged valleys 20(9.14%) independent damaged area, 13 disconnected ecological axis(7.61%), closed trail(2.03%) (3.55%), and line type damage(like a non-regular hiking trails) appears to be a high ratio. Korea national parks damaged land of the results identified, by contrast ratio and the annual number of visitors Bukhansan national park(49.26%), Gyeongju national park(23.65%) damaged land rates, such as Seorasan national park(4.93%), Songnisan national park (4.43 %), Gyeryongsan national park(3.45%), and the annual number of visitors be similar result. The National Park Service has been reporting on damages and restorations but damages and their types have not been established yet. Damages have been generally studied and categorized on hiking trails due caused by heavy traffic on them but the reports were limited on hiking trails only. Since damage to the Korea national parks are not limited on the hiking trails, it is necessary to determine damages in various aspects. Thus, in this study, damage types, spatial characteristics, causes and restorations are analyzed based on the survey results of damages to national parks in order to provide a basis for the efficient management and operation of the Korea national parks.
We investigated whether 1) capsaicin ingestion (100 mg) enhances autonomic nervous system (ANS) activities associated with thermogenic sympathetic activity as energy metabolic modulator, 2) UCP1 and ${\beta}_{3}$-AR variants of each subjects influence with ANS activity. Eight healthy males (24.7 ${\pm}$ 1.8 yr) volunteered for this study. The cardiac autonomic nervous activities evaluated by means of heart rate variability of power spectral analysis and energy metabolism were continuously measured during 5-min rest for total 90-min resting condition with placebo or capsaicin oral administration chosen at random. The results indicated that there were no significant differences in heart rate during rest between both trials. Autonomic nervous activity increased in capsaicin tablet trial, but the difference did not reach the statistical significance. Capsaicin, however, induced significantly lower respiratory gas exchange ratio at Test3 (CAP: 0.80 ${\pm}$ 0.02 vs. 0.85 ${\pm}$ 0.02), means ${\pm}$ SE, p<0.05). In conclusion, it may be suggested the capsaicin consumption as a valuable supplement for the treatment of individual with hyperlipidemia and/or obesity by improving lipolysis. Further studies will also be considered genetic variants such as UCP1 and/or ${\beta}_{3}$-AR associated with obesity.
Journal of Korean Home Economics Education Association
/
v.25
no.1
/
pp.1-14
/
2013
The purpose of the study was investigated on that whether there was any statistical difference or not in terms of the career decision making according to the growth environment of High school students. The researcher surveyed 600 questionnaires for high school students and was using 539 questionnaires in the final analysis. They were analyzed by cluster analyses according to the growth environment scale and it classified into two cluster groups. The cluster group A and B had a significant difference on scores of the growth environment scale. The group A had more interested in activities such as political, social, intellectual, and cultural ones and participated at social and leisure activities. Moreover, the group was emphasis on moral and religious values. The group B got the higher score than group A about the score of the rational type of the career decision making: the group A got the higher score than the group B to the score of the dependent type. On the matter of the job information collection sub-scale, the group A got the higher score than the group B: the group A scored higher points than group B about the goal establishment and the self-estimate sub-scales. Therefore, in order to do the career-guidance of youths, each family had to provide positive growth environment which required various stimuli and affluent in experience settings for them to mature.
The main purposes of this study are to describe the elderly dementia, and to explore characteristics of the elderly dementia among the aged 65 and over in Daegu area. In this study, 1,120 subjects which were 0.6 percent of the population were selected and face-to-face interviews were conducted. The face-to-face interviews were conducted from July 1, 2004 to August 31, 2004. KMMSE was introduced to measure the status of the interviewees' dementia. The findings of this study are as follows: 8.9 percent of respondents turns out to be dementia patients. Among the dementia patients, 52.5 percent are mild dementia patients, 35.0 percent are mid-level symptoms and 12.5 percent are severe symptoms of dementia patients. Cross-tabulation analyses and logistic regression analysis were introduced to explore the demographic, living, and behavioral differentials of the elderly's dementia. According to the logistic regression analysis, it turns out that white educational attainment, participating in the leisure activities for both physical exercise and mental activities, having meals regularly, adequate amount of meals, and high economic status decrease the odds ratio of elder dementia among the elderly who are 65 and above in Daegu area and are statistically significant. On the other hand, age increases the odds ratio of the elder dementia of the elder among Koreans above 65 in Daegu area. Finally, policy implications and some suggestions for the improvement of the elder dementia are introduced and discussed.
Journal of the Korean Institute of Landscape Architecture
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v.36
no.5
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pp.94-107
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2008
This study examines the diversity of garden culture in the Joseon Dynasty focusing on genre painting. Genre painting gives us insight into the various ways of enjoying the garden. The intimate activities portrayed in the painting show us about the vivid scenes of Korean garden at that time. Among the various meanings of gardens, sensual pleasure is focused on here. The garden has always been a place of pleasure for seeing, smelling, touching, meeting people and erotic flirting. Here, the oriental aesthetic idea of Pungryu is adopted to reformulate pleasure based on the traditional way of thought. Most Korean gardens in the Joseon Dynasty were understood as the place for Pungryu. Sensuality in the Korean garden associated with a high level of spiritual pleasure. In order to look closely into garden activities, genre paintings were selected and analyzed. Several characteristics were elicited. First, the garden was understood as the medium of communication through reconciling man with nature. Mediating man with nature often calls for uplifting the sense of community within groups of people. Second, the garden was featured as the place of cultural creation. Many scholars utilized the garden as a place for poetic imagination. Therefore, the garden was the locus of intellectual discourse. Third, personal retreat was one of important functions in the Korean garden. the humble attitude toward landscape such as solitude and mediation might be understood as one way of enjoying the nature. Fourth, taste, power and social relations were embedded in garden culture. Therefore, the garden was regarded as a space of distinction. Garden making was understood as one of the high class leisure activity. It was quite natural that the garden was used as a place of showing up their taste and culture. Finally, we need to reinvigorate the rich meanings of garden in contemporary practices. In-depth analysis of garden culture through the lens of genre painting gives us quite useful information in Korean garden culture.
This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.
Journal of the Korean BIBLIA Society for library and Information Science
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v.34
no.1
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pp.97-120
/
2023
This study determined the communicative characteristics of public libraries through locality, communality, interactivity, and organism and sought to measure the validity of their components to define the role of libraries based on the analysis. According to the analysis results, there are four communicative characteristics of public libraries: locality, communality, interactivity, and organism. This study defined the role of public libraries according to communicative characteristics. First, libraries should encourage the formation of a healthy society by providing a space for diverse community activities, contributing to the building and strengthening of their local communities, and offering the necessary information to do so. Second, libraries should contribute to the formation of local cultural communities and strengthen interpersonal relations among community members to reinforce a sense of community, while also supporting the heightening of social adaptability to foster a sense of belonging and community activity participation among members. Third, libraries act as a space for sharing ideas between generations, provide a space to carry out leisure activities, and enable the cultural prosperity of local communities. Lastly, as a representative space of local communities, libraries raise the value of the residential environment and contribute to their communities and members.
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