• Title/Summary/Keyword: Leisure Constraints

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A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students (남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구)

  • Kwon, Jin;Park, Jee-Eun;Oh, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.75-86
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    • 2016
  • The aim of this study was to compare the factors influencing internet game addiction among middle and high school boys. The data was analysed from "Survey on the Online and Game and Family Leisure Activities of Youth and Children in 2009" conducted by the Korean Youth Policy Institute. According to the results, the average time on the weekends and average time on the holidays, and the leisure constraints had a significant effect on the internet game addiction both groups. On the other hand, there were significant differences in the communication with parents between middle and high school boys. Accordingly, this study suggests a preventive internet game addiction program be developed. In addition, it is important to improve efficient communication skills between children and parents.

Development of a Virtual Cyber-Tour System in the Virtual Reality Environment

  • Jongchel Yoo;Yongbem Kim;MyongKyu Park
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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    • pp.177-180
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    • 2000
  • This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.

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Leisure Constraints According to the Recreation Specialization Levels of Ski Participants (스키 참가자의 레크리에이션 전문화 수준별 여가제약 분석)

  • Lee, Munjin;Hwang, Sunhwan
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.147-148
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    • 2012
  • 1990년대 이후 스키 인구는 성장추세를 보여 왔으나, 현재 포화상태에 도달했다고 판단된다. 본 연구에서는 스키 참가자의 레크리에이션 전문화 수준 향상이 위기에 봉착한 스키산업의 돌파구로서 작용할 수 있다고 판단하고, 레크리에이션 전문화에 부정적인 영향을 미친다고 보고된 여가제약 요인을 실증적으로 제시하고 스키 참가자의 레크리에이션 전문화 수준별 여가제약 요인의 특징을 규명했다. 스키 참가자의 여가제약은 동반자, 개인적, 경제, 타인의식, 여건, 시설의 6개 요인으로 나타났다. 레크리에이션 전문화 수준별 여가제약 요인의 평균을 비교해본 결과 레크리에이션 전문화 수준이 낮은 집단에서는 경제적 요인, 레크리에이션 전문화 수준이 중간인 집단과 높은 집단에서는 시설요인이 가장 높은 수준으로 나타났다. 여가제약 요인별 레크리에이션 전문화 수준에 따른 여가제약 수준의 차이를 분석해본 결과 모든 요인에서 유의미한 차이가 나타났다.

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Overspending of Wage-earner Households in Korea -Application of Financial Analysis- (한국 도시근로자가계의 과소비와 영향변수-재정비율분석을 중심으로-)

  • 박명희
    • Journal of the Korean Home Economics Association
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    • v.34 no.5
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    • pp.209-222
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    • 1996
  • The purpose of this study is to apply ratio analysis, which indicates the rate of income to total expenditure, to examine wage-earners' overspending in Korea. We use the Family Income and Expenditure Survey produced by National Statistical Office Republic of Korea and total sample size is 40,691 including households complete income reported. Through the t-test, among 17 expenditure categories, overspenders is likely to spend more on housing, apparel, medical, education, and leisure expenditures more than non-overspenders significantly. Interestingly, overspenders have more income, but less financial assets than non-overspenders. To analyze the effect of socio-demographic variables on overspending, ordinary least square is utilized. The results shows that the more educated, larger family size, and older consumer tend to overspend. The results of study are leaded into two aspects. First, overspending can be solved by consumer education with efficient financial management practice. Second, overspending may be not solved unless policies in various ways enhance the overall quality of living to lessen each household's budget constraints.

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Relationship between Parental Stress and Leisure Constrains of Parents who have Children with Disabilities (장애아동 부모의 양육스트레스와 여가제약 분석)

  • Kim, Mi-Lyang;Lee, Yeon-Ju;Lee, Jeong-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.366-375
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    • 2009
  • The purpose of this study was to examine how parental stress coming from breeding children with disabilities affected their leisure constraints. The participants of this study were parents with mentally retarded children who were involved in physical activities in 6 places; 4 special schools for the children in Seoul and Kyunggi province, a physical education class in a university, a physical education class with a university and a private physical education class. We surveyed the parents selected through purposive sampling and data from total 355 participants involved in the survey were analysed. For this, frequency analysis, exploratory factor analysis, reliability analysis, one-way ANOVA and multiple regression analysis were used. The outcome of this study showed that there was not meaningful difference in breeding stress depending on the types of the disabilities. However the result presented meaningful difference in stress from children adaptation according to the degree of the disabilities. Moreover, the difference were found in some factors such as children's sex and family income. As a result, the finding indicated that parental stress had an effect on the limitation of parents' leisure ability.

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.

Influences of Tourism on the Subjective Well-Being (관광참여가 주관적 안녕감에 미치는 영향)

  • Hong, Sung-Kwon;An, Kyoung Jin;Kim, Jong-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.3
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    • pp.25-34
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    • 2014
  • The purposes of this study are two folds: (a) to identify the influences of tourism on subjective well-being, and (b) to understand the roles of travel motivation, constraint and personal value in subjective well-being. A polling agency was employed to select 500 respondents by quota sampling, and data was collected by online survey. ANOVA and regression results showed that tourism participants, compared to the non-participants, have a tendency to select tourism as a mean to enhance their subjective well-being because they are more self-motivated people. Their high motivation to take a trip lead to set up their feasible goals to achieve by the tourism experience and their relatively few constraints help them to have trip easily. The people's satisfaction in tourism contributes to the satisfaction in his/her leisure life, which in turn contributes to his/her subjective well-being. It is also revealed that tourism participation and subjective income level are significant variables affecting subjective well-being, which explain 21.1 percent of the variance. The research suggests various managerial implications to reduce constraints and several ideas for future researches.

Personalized Itinerary Recommendation System based on Stay Time (체류시간을 고려한 여행 일정 추천 시스템)

  • Park, Sehwa;Park, Seog
    • KIISE Transactions on Computing Practices
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    • v.22 no.1
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    • pp.38-43
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    • 2016
  • Recent developments regarding transportation technology have positioned travel as a major leisure activity; however, trip-itinerary planning remains a challenging task for tourists due to the need to select Points of Interest (POI) for visits to unfamiliar cities. Meanwhile, due to the GPS functions on mobile devices such as smartphones and tablet PCs, it is now possible to collect a user's position in real time. Based on these circumstances, our research on an automatic itinerary-planning system to simplify the trip-planning process was conducted briskly. The existing studies that include research on itinerary schedules focus on an identification of the shortest path in consideration of cost and time constraints, or a recommendation of the most-popular travel route in the destination area; therefore, we propose a personalized itinerary-recommendation system for which the stay-time preference of the individual user is considered as part of the personalized service.

A Case Study on the Sustainability for a Stanchion of Recreational Crafts based on the Design for Additive Manufacturing Using a FFF-type 3D Printer (FFF 3D 프린터를 이용한 DfAM 기반 소형선박용 스탠션 지속가능 개발 사례 연구)

  • Lee, Dong-Kun;Park, Bon-Yeong
    • Journal of the Society of Naval Architects of Korea
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    • v.58 no.5
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    • pp.294-302
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    • 2021
  • In this study, the 3D printing technique called design for additive manufacturing (DfAM) that is widely used in various industries was applied to marine leisure ships of equipment. The DfAM for the stanchion for crew safety was applied to the equipment used in an actual recreational craft. As design constraints, the design alternatives were not to exceed the safety and weight of the existing stainless steel material, which were reviewed, and the production of a low-cost FFF-type 3D printing method that can be used even in small shipyards was considered. Until now, additive manufacturing has been used for manufacturing only prototypes owing to its limitations of high manufacturing cost and low strength; however, in this study, it was applied to the mass production process to replace existing products. Thus, a design was developed with low manufacturing cost, adequate performance maintenance, and increased design freedom, and the optimal design was derived via structural analysis comparisons for each design alternative. In addition, a life-cycle assessment based on the ISO 1404X was conducted to develop sustainable products. Through this study, the effectiveness of additive manufacturing was examined for future applications in the shipbuilding industry.