• 제목/요약/키워드: Playing-related

검색결과 287건 처리시간 0.026초

대전지역 중.장년층의 건강상태 및 건강생활 습관 (Health Status and Health-Related Life Style of Middle-aged People in Daejon)

  • 박지연;구난숙
    • 한국식생활문화학회지
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    • 제16권2호
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    • pp.137-146
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    • 2001
  • Purpose of this study was to investigate the health status and life style of middle-aged people in Daejon. The subjects expressed more fear for disease as getting older(p<0.01). Sixty six percent of the subjects have suffered in the past or suffer at present certain kinds of disease. The older they are, the more disease they have. The alimentary disease, neuralgia, and arthritis were the most popular disease. The eye strain and exhaustion of body were indicated more frequently in fifties than in thirties or forties(p<0.01). They considered excercise as the most important factor to maintain health status, and then moderation in diet, relaxation, rest, decrease of alcohol intake, no smoking. Forty three percent of them were non-drinker. The number of drinker was four times more in male than female and increased as getting younger(p<0.01). Only male revealed smoker and 29% of them smoked 10-20 cigarettes per day. The number of smoker decreased as getting older(p<0.01). Male played exercise more regularly than female and subjects have better exercise habit as getting older(p<0.01). This study suggests that practical programs for self-health control should be developed for playing exercise regularly for female and for considering nutrition, no smoking, and no drinking in the daily life for male.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권4호
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

공공디자인의 가로시설물에 대한 해외 사례의 조사 연구 (A Study on the Investigation of Overseas Case in Street Furnitures of Public Design)

  • 조원석;김흥기
    • 한국농촌건축학회논문집
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    • 제11권3호
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    • pp.11-18
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    • 2009
  • The purpose of this paper is to find out the investigation of overseas case in Street Furnitures of Public Design. Thus this research regions select among the waterfront cities; Tokyo/Yokohama(Japan), Nies/Cannes(France), Shanghai(China), Vancouver(Canada), in addition to the city of art and romance; Paris. Above all, it is necessary to study concept of public design and definition of street furnitures. The survey data collected from forenamed cities and the items of street furnitures are various installments such as kiosk, bench, bollard, litter-bin, sign board, toilet, bus/taxi station, fence, shelter, lighting column, fountain, telephone-booth, clock-tower, automaton, bicycle stand, playing object etc. In this study street spaces are analysed that is related to regional surroundings and pedestrian's culture. Consequently, design trend of street furniture in foreign case analysis are going into thoroughly modern image as well as checking of form, color, material and maintenance system. According to the above findings, this paper will provide basic data for establishing of the street furniture and improving of public design to the regional citizen, local government officials and regional experts.

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중국 유학생의 유학생활 만족도와 인터넷 중독에 관한 연구 (Internet Addiction and Life Satisfaction of Chinese Students in Korea)

  • 부문문;김민정
    • 한국생활과학회지
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    • 제23권3호
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    • pp.557-569
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    • 2014
  • As the number of Chinese students in Korea has significantly increased, the problems of students' life and academic achievement has appeared obviously. Utilizing an analysis on the relationship between the life satisfaction of Chinese students in Korea and the degree of internet addiction, the purposes of this research are to improve the quality of Chinese students' life and to contribute to the growth of Chinese students in Korea. A questionnaire-type survey was conducted on 350 Chinese college students in Daegu. The results of this study are as follows: First, the used time on internet games, chat and on-line TV differs from gender, the duration of internet games and their academic performance. Second, there are significant differences by gender, Korean ability, and academic performance in the life satisfaction of Chinese students in Korea. Third, Chinese college students in Korea are more addicted in the internet than Korean or Chinese college students at their own country. Fourth, the longer playing online game, the longer watching online TV, the less communicating with the Koreans, and the less satisfying with non -study related activities, the more Chinese college students of studying in Korea are addicted in the internet.

어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소 (Visual Environmental Elements of Game Space by Play-Event in Adventure Games)

  • 최규혁;진형우;김미진
    • 한국게임학회 논문지
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    • 제20권1호
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    • pp.47-56
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    • 2020
  • 본 논문은 어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소를 분석하였다. 대표적인 어드벤처 게임 10종에서 공통 플레이이벤트 6종을 추출하고, 공간구조 3유형과 오브젝트 4유형을 분석기준으로 설정하였다. 이를 바탕으로 직접플레이 및 모니터링을 수행하여 시각적 환경요소의 특징을 구체화 하였다. 그 결과, 플레이이벤트에서 의도하는 스토리와 유도하는 게임플레이는 시각적 환경요소와 밀접한 연관성이 있음을 확인하였다.

불포화토의 삼축압축거동에 관한 실험적 연구 (Experimental Study on the Triaxial Compressive Behaviour of Unsaturated Soil)

  • 김영석;오카 후사오;조삼덕
    • 한국지반공학회:학술대회논문집
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    • 한국지반공학회 2006년도 춘계 학술발표회 논문집
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    • pp.1224-1227
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    • 2006
  • It has been recognized unsaturated soil behaviour playing an important role in geomechanics. Up to now, only a few experimental data are available for the technical difficulties related to both volume changes and suction measurements. In this study, the volume changes of unsaturated compacted silty soil were monitored with proximeter (i.e. non-contactable transducer) during various triaxial compression tests, which gave a realistic estimation in the volume changes of unsaturated soil sample. The measurement of volume changes were performed with 0.5% of the maximum error under the axial strain ratio of less than 10%. The experimental results have revealed that the mechanical behaviour of unsaturated soil can be significantly affected by the matric suction. During the shearing processes, the level of maximum deviator stress under the initial suction pressure of 50kPa was higher than that under the initial suction pressure of 10kPa. On the other hand, the volume changes became smaller under the increase in the initial suction pressure.

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미취학 아동의 식습관 개선 프로그램 개발 기초 연구(1) - 식습관 및 식행동을 중심으로 - (A Study on Improvement of Food Habits Program for Preschool Children(I) - Based on Food Habits and Eating Behavior -)

  • 이현옥
    • 한국식품영양학회지
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    • 제19권4호
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    • pp.343-351
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    • 2006
  • This study was conducted to investigate food habits and eating behavior of preschool children. Food habit, eating behavior and health status were investigated by using a questionnaire answered by the mothers of 312 children aged 6 to 7 years old who lived in Uiwang. The average height, weight, Kaup index were 115.08cm, 21.41 kg, 16.13, respectively, for boys 111.37 cm, 19.93 kg, 15.72 for girls. Results showed that 72.16% of subjects skipped the breakfast meal. One of the main reason fur skipping breakfast was 'no appetite'(53.14%). It was found that 49.67% of the subjects belonged to 'good' in health status. The eating behavior of 'watching TV or playing a toy during meal' and 'can eat the rice by oneself were significantly higher score in girls than in boys(p<0.05). Food attention of the parents for the health of children was the highest in 'keep regular meals a day'(92.65%). Health status showed significantly negative correlations with kaup index and eating behavio(p<0.001). Kaup index(p<0.05) and health attention(p<0.001) were positively related with eating behavior. Based on this study, nutritional education program for preschool children would be required for the dietetics teacher to guide the children and more attention should be paid to the nutritional education of food habits in this age group and their mothers.

디지털 TV 플랫폼의 UX 디자인 (UX Design for Digital TV Platform)

  • 임진호;이상희
    • 대한인간공학회지
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    • 제29권4호
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    • pp.563-568
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    • 2010
  • TV businesses that have brought a competitive structure in terms of price, definition, product design for a long time now are bringing User eXperience (UX) into relief as DTVs come to support broadcast information-related services such as various broadcast channels and Electronic Program Guide(EPG), etc., and playing of multimedia contents like music/videos, etc. This study worked on an evaluation by developing a UI to control easily the various and complex broadcast contents or multimedia contents provided by DTVs. The UI Design for new DTVs was developed based on Function, Flow and Form in the concept of Single ABC (Access, Browser and Control), and the usability test of the developed UI concept along with the UIs of the major DTV products, was done for Channel Managers and the multimedia browsers for 32 users of DTVs in the U.K./U.S., respectively. As a result of the usability test, the new concept of Channel Manager was evaluated high both in the U.K./U.S, while the multimedia browser was evaluated low in the U.S., relatively.

플립러닝 연구 동향에 대한 키워드 네트워크 분석 연구 (A Study on the Research Trends to Flipped Learning through Keyword Network Analysis)

  • 허균
    • 수산해양교육연구
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    • 제28권3호
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    • pp.872-880
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    • 2016
  • The purpose of this study is to find the research trends relating to flipped learning through keyword network analysis. For investigating this topic, final 100 papers (removed due to overlap in all 205 papers) were selected as subjects from the result of research databases such as RISS, DBPIA, and KISS. After keyword extraction, coding, and data cleaning, we made a 2-mode network with final 202 keywords. In order to find out the research trends, frequency analysis, social network structural property analysis based on co-keyword network modeling, and social network centrality analysis were used. Followings were the results of the research: (a) Achievement, writing, blended learning, teaching and learning model, learner centered education, cooperative leaning, and learning motivation, and self-regulated learning were found to be the most common keywords except flipped learning. (b) Density was .088, and geodesic distance was 3.150 based on keyword network type 2. (c) Teaching and learning model, blended learning, and satisfaction were centrally located and closed related to other keywords. Satisfaction, teaching and learning model blended learning, motivation, writing, communication, and achievement were playing an intermediary role among other keywords.

비만아동의 생활습관에 관한 조사연구 (A Survey of Life Style Habits in Obese Children)

  • 김주연;김정순
    • 한국학교보건학회지
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    • 제10권1호
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    • pp.99-111
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    • 1997
  • The purpose of this study is to investigate the effect of obese children's life style habits in order to contribute to the prevention and management obesity. The survey group included B,D, and J elementary school children. Out of 731 children, 380 were in the obese group and 351 were in a control group following the 1985 Korea Pediatric Association Height and Weight Standard Chart. Through a self questionnaire, a description of background, exercise including play behavior, diet intake, eating behavior and, environment were obtained. The results included that children's obesity is related to parents' obesity and, girls in both control and obese groups participate less in exercise than boys. Also, aspects of the amount of diet intake and speed of eating was significantly more (p<.001) and faster (p<.05) for the obese group. Furthermore, outdoor playing time for the obese group was significantly more than the control group (p<.05). Looking at the results, it is necessary for both school and home to actively involve themselves in guidance and providing an environment that modifies life style habits to prevent childhood obesity.

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