• Title/Summary/Keyword: Senior Game

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An Exploratory Study on the Demand & Supply to Senior friendly industry to Culture Contents Technology(CT) R&D (문화콘텐츠기술(CT) R&D 연계 고령친화산업의 수요와 공급에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.12
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    • pp.3848-3855
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    • 2009
  • Many social and environmental changes emerged by the increasing of the number of the aged to entrance the aged society. This study explored the current supply status on Contents Technology R&D(research and development) of CT ministries and market policies(senior friendly industry) targeting to elderly consumers and the needs and demand of elderly generation to knowledge information technology. In, 2008, Ministries announced the sixth category of CT R&D's fundamental planning. The 'public culture service' to elderly and handicapped person is one of CT R&D category. This study investigated the information technology participation(internet participation rate, blog and internet cafe commitment) and contents technology to the elderly. The research indicated the desired needs of elderly consumers are creativity contents, emotional & experience and communication needs. These three factors of CT R&D to elderly consumers meets the needs non-game factors such as health, economic stability and information seeking in entertainment game.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Study on the Internet Game and Smartphone Usage of the Senior Elementary School Students (초등학교 고학년의 인터넷 게임 및 스마트폰 이용실태에 관한 연구)

  • Lee, In-Suk;Lee, Mi-Hyoung;Kim, Hee-Kyung;Park, Jeong-Sook;Son, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.421-432
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    • 2020
  • This study was designed to determine the Internet game and smartphone usage status of senior elementary school students. Data were collected from 6 October 2018 to 30 September 2019, and 1618 subjects were analyzed using SPSS 18.0. As a result of the study, the I-GUESS rating was 6.1% in the high-risk group, and, the S-scale ratios were 10.1% for the potential-risk group and 0.8% for the high-risk group. Physical problems related to Internet games and using smartphones were experienced by 36.0% of the students, with eye fatigue being the highest at 20.4%. Emotional problems were found in 18.5% of the students, with anger being the highest at 6.8%. Social problems were experienced by 21.8% of the students, conflicts with parents being the highest at 10.3%. As a result of surveying the main content based on S-scale and I-GUESS, it was found that the higher the S-scale ratio and the I-GUESS rating, the more broadcast content was used. The correlation between I-GUESS rating and S-scale ratio showed that the higher the I-GUESS rating, the higher the S-scale ratio, and the higher the S-scale ratio, the higher the I-GUESS rating. Future research is necessary to develop an intervention program for elementary school students from a preventive perspective.

Development of Kinect-Based Game model for Strengthening Muscle of The Gerontologic Lower Body (노인 하체 근력 강화를 위한 키넥트 센서 기반 게임 모델 개발)

  • Kang, Bo-yun;Kim, Yoon-Jung;Kim, Hyun-Kyung;Lee, Won-Hee;Park, Jung-Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.185-188
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    • 2017
  • Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provided by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user.

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Problems of Teaching Pupils of Non-Specialized Classes to Program and Ways to Overcome Them: Local Study

  • Rudenko, Yuliya;Drushlyak, Marina;Osmuk, Nataliia;Shvets, Olha
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.105-112
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    • 2022
  • The development and spread of IT-technologies has raised interest in teaching programming pupils. The article deals with problems related to programming and ways to overcome them. The importance of programming skills is emphasized, as this process promotes the formation of algorithmic thinking of pupils. The authors determined the level of pupils' interest to programing learning depending on the age. The analysis has showed that the natural interest of younger pupils in programming is decreasing over the years and in the most productive period of its study is minimized. It is revealed that senior school pupils are characterized by low level of interest in the study of programming; lack of motivation; the presence of psychological blocks on their own abilities in the context of programming; law level of computer science understanding. To overcome these problems, we conducted the second stage of the experiment, which was based on a change in the approach to programing learning, which involved pupils of non-specialized classes of senior school (experimental group). During the study of programming, special attention was paid to the motivational and psychological component, as well as the use of game technologies and teamwork of pupils. The results of the pedagogical experiment on studying the effectiveness of teaching programming for pupils of nonspecialized classes are presented. Improvement of the results provided the use of social and cognitive motives; application of verbal and non-verbal, external and internal means; communicative attacks; stimulation and psychological setting; game techniques, independent work and reflection, teamwork. The positive effect of the implemented methods is shown by the results verified by the methods of mathematical statistics in the experimental and control groups of pupils.

The Effect of the Innovative Characteristics and the Consumer Characteristics of the AI Elderly Care Robot on the Intention to Acceptance (AI 노인 돌봄 로봇의 혁신특성과 노인소비자특성이 수용의도에 미치는 영향)

  • Xiao, Ye.;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1318-1330
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    • 2020
  • The purpose of this study is to identify the effect of the innovation characteristics that AI Elderly Care Robots have on elderly consumers and to verify the acceptance or mediated resistance by the elderly of the innovation characteristics. Research was conducted throughout this study of the characteristics of the elderly so that the study results could contribute to the improvement of the quality and manufacture of AI Elderly Care Robots by lowering the psychological resistance of the elderly. Survey questions were answered by senior citizens aged 65 and older. The SPSS25 and AMOS22 programs were used for analysis. The analysis confirmed that innovation resistance has a significant mediated effect on the characteristics of elderly consumers and their willingness to accept the innovation characteristics of the AI Elderly Care Robots. Through this study, Ram's innovation resistance model has been verified empirically and it is estimated that by considering the specificities of elderly consumers and using the information to contribute to the development and modification of AI Elderly Care Robots will increase the willingness of the elderly to accept the innovation characteristics of the AI Elderly Care Robots.

A Study on the Method of Approach for Participatory Design in Community - Focused on the Case Study In a Senior Hall - (커뮤니티 참여디자인의 접근방법에 관한 연구 - 노인회관의 사례연구를 중심으로 -)

  • 박우장
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.45-55
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    • 2004
  • This study theoretically investigated the conceptional and technical aspect of participatory design as an approaching scheme for participatory design in community This study operated a case study in an senior hall which is expected to be the important institution for future aging society This study discussed the tool's potentialities after investigating technique's developments and usefulness. The main result of study is as follows 1) Conceptual approachment for participatory design in community starts with the attitude of designers establishing moral, philosophical and social sense of value as the mediator in city and region. And proceed the design in the method of mediating the opinion with the members of the community and the government. 2) The technical approachment should be more concentrated with the method of making the members interested and treat the rationalized process and proceedings more important. And develop this as a tool which Is easily understandable, more convenient when working, and has a adaptability in application. 3) The given technique in case study is produced with the data of demanded rooms, preferred image, priority, and room-layout game, and verified it's usefulness by analyzing and discussing of process and technique, and this technique can be useful after specific complement work as a result.

Influence of Physical Symptoms and Lifestyle on Suicidal Ideation of Senior Grade Students in Elementary School (초등학교 고학년 아동의 신체증상 및 생활습관이 자살생각에 미치는 영향)

  • Seo, Jinhee;Kim, Gaeun
    • Child Health Nursing Research
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    • v.25 no.2
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    • pp.175-183
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    • 2019
  • Purpose: This study was conducted to analyze physical symptom-related and life-style factors affecting suicidal ideation of senior grade students in elementary school. Methods: Physical symptom-related and life-style factors were used to investigate suicidal ideation among 663 elementary school students. From February 11 to 15, 2018, data were collected using a structured questionnaire and analyzed using the $x^2$ test, Pearson correlation analysis, and logistic regression analysis in SPSS for Windows version 22.0. Results: The factors affecting suicidal ideation were gender, family structure, economic status, academic performance, exposure to school violence during the past year, physical symptoms, drinking experience, smoking experience, sleeping time, and ramen noodle consumption. The regression analysis showed that exposure to school violence during the past year (odds ratio [OR]: 102.99, 95% confidence interval [CI]: 51.19~207.19, p=.001), number of physical symptoms (OR: 1.25, 95% CI: 1.12~1.41, p=.001), drinking experience (OR: 3.17, 95% CI: 1.66~6.06, p=.001), and game and internet usage time (OR: 2.08, 95% CI: 1.08~4.01, p=.029) affected suicidal ideation. Conclusion: This study revealed that physical symptoms and life-style significantly influenced suicidal ideation. Therefore, interventions to reduce suicidal ideation in children must focus on improving children's physical symptoms and life-style.

Selecting Instructional Contents for Nutritional Education Program for Junior/Senior High School Students Through Instructional Analysis and Analysis of Entry Behaviors and Learner Characteristics (중ㆍ고등학생 대상 영양교육 내용 및 성취 목표 선정을 위한 교수분석과 출발점 행동 및 학습자 특성분석)

  • 강여화;양일선;김혜영;이해영
    • Korean Journal of Community Nutrition
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    • v.9 no.4
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    • pp.464-471
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    • 2004
  • For the purpose of developing ‘Web-Based Nutritional Education Program’, this study did instructional analysis, analysis of entry behaviors and learner characteristics to select instructional contents for nutritional education program for junior/senior high school students. Survey questionnaires were distributed from October 21, 2002 to October 26, 2002 to a total of 564 junior/senior high school students in Seoul. The total number of questionnaires collected and used in our study was 479, which is 84.9% of the total questionnaires distributed. As a result of the curriculum analysis of ‘Technology-Home economics’, subjects related with ‘food and nutrition’ in the 7$^{th}$ educational course study result, lessons including the contents of food and nutrition were ‘nutrition and meal of adolescent’ in 7th grade, ‘family meal management’ in 9th grade and ‘practice of home life’ in 10th grade. According to the curriculum analysis, ‘nutrition’ and ‘food’ were chosen for the superior subjects of nutrition education program and four subordinate subjects per superior one were developed. Then, entry behaviors and learner characteristics were analyzed: life characteristics, internet usage, anthropometrics data and nutritional knowledge. Students were interested in using computer and preferred passive activity to dynamic activity. According. to the analysis of internet usage, WBI for students should composed active parts such as game, moving image, immediate reply and follow-up bye-mail, bulletin board and com- munity activity. Students’ BMI were in normal range but they were lacked nutritional knowledge. We wrote performance objectives that were specific behavior skills to be learned, the conditions under which they must be performed and the criteria for successful performance. The next step for developing the WBI nutrition education program would be based on the results mentioned above.

The emotional response that has an influence on achievement goal and ability to performance of senior citizen sport instructor (노인체육 지도자에 대한 참여자의 감정반응이 성취목표와 수행능력에 미치는 영향)

  • Park, Yeon-Hee;Choi, Hwan-suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.186-194
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    • 2016
  • This study was conducted to determine whether if the emotional response of participants influences senior citizens at a senior citizen center and to develop the qualities and skills of the instructors of the senior citizens. Not only will we provide effective materials but also provide basic materials as well. The emotional response of interpersonal relationships, achievement goal of ability to performance, and influence of orientating themselves. Additionally, the emotional response of interpersonal relationships, ability to concentrate, and confidence. Finally, the achievement goal of task orientation, concentration of ability to performance on orientating oneself, as well as confidence. Therefore, we will be able to determine if the emotional response of a participant influences achievement of a goal and of the effectiveness of senior citizen instructors. This will not only help with practical and cultural issues, but will close the distance between the instructors participants based on consideration of their situational aspects. Furthermore, the sports activities and continued participation of the elderly. Always need to be ready mentally, and rather than the consideration of others as well as the game results, it is important to have an interest in achieving their own standards. Instructors toned to lend support while setting goals for the participants so that they contribute to the personal development and overall quality of life of the participants.