• Title, Summary, Keyword: 실버세대

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The Necessity and the Characteristic of Picture Books for the Silver Generation (실버세대를 위한 그림동화책의 필요성과 특성)

  • Li, Shu;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.387-397
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    • 2016
  • The purpose of this study is to suggest design characteristics of picture books for silver generation empirically through academic consideration of necessity and characteristics of picture books targeting silver generation. Through an analytical result of literature materials such as library and information science, pedagogy, and literature therapeutics, and aging phenomenon, picture books help mental and physical health of silver generation, but picture books for silver generation are insufficient in comparison with demand. Therefore, a theoretical basis of study and development of fairy tale books for silver generation is acutely needed. This study suggested that close attention for characteristics of silver generation is needed to solve a problem about dyslexia of silver generation in story, picture(expression, size, layout, structure, and color), and typography of characteristic factors of picture on designing fairy tale books for silver generation, suggesting needs to develop picture books reflecting characteristics such as visual organ, body function, and psychological factor of silver generation. In addition, design characteristics for composition of picture books for silver generation will be used as part of advanced data in a study on solid analytical data through an actual analysis on silver generation in the future.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

Design and implementation of artificial intelligence-based speech recognition for silver generation and single household "Voice" Application (실버세대 및 1인 가구를 위한 인공지능 기반 음성인식 'Voice' Application 설계 및 구현)

  • Cho, Young-Ju;Kim, Jin-Hyuk;Sun, A-Young;Oh, Ji-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.141-144
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    • 2017
  • 4차 산업혁명 시대에 살고 있는 현대인들은 혼자 사는 1인 가구의 증가와 고령화 사회의 진입으로 인한 실버세대가 증가하는 추세이다. 외로움, 소외감, 우울증을 겪는 1인 가구 및 실버세대의 문제점을 해소시켜 주고 더 나아가 실버세대의 스마트폰 활성화를 위해 본 논문에서는 인공지능 기반 음성인식 기능을 탑재한 'Voice' 어플리케이션을 제안하고자 한다.

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A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation (실버세대를 위한 체감형 3D 게이트볼 게임 개발에 관한 연구)

  • Kang, Im-Chul;Joo, Jae-Hong;Kim, Beom-Seok;Yang, Yong-Dae;Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.572-582
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    • 2009
  • Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.

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A Study on the Eating Behaviors and Characteristics of Consumption Propensities on Dining out as Perceived by Silver Generation in Seoul (서울지역 실버고객들의 외식식습관과 소비행동 속성에 관한 연구)

  • Choi, Mi-Sook;Kim, Dong-Ho;Park, Hyo-Nam;Kim, Seong-Su
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.250-266
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    • 2015
  • This study concentrated on the dining out consumption behaviors, dining out selection attributes, and changes in eating habits of silver generation. Total 216 residents in metropolitan area were employed for statistical analysing. The results are as follows. First, as the result of t-test and ANOVA showed that female and higher academic background tended to regularly take high level of fruits, vegetables, meat, and fish eating habits. These results identified that dining out culture and dietary lifestyle are closely linked. Second, as the result of difference in dining out consumption attitudes on eating habit of silver generation, consumers who have better eating behaviors tended to consider the physical environment, variety of menu, and service quality when they choose a restaurant. Third, as the result of analysis on changes in dining out consumption behavior based on eating behavior of silver consumers, groups differences were found from only the source for information on dining out business and standard variable in selection of dining out business. Fourth, physical environment, variety of menu, business quality, and service were indicated as significant selection attributes of dining out among silver peoples. Fifth, dining out consumption behaviors of silver consumers were developed through newspapers, magazines, and previous visiting experiences. In conclusion, the results of present study showed that silver consumers tend to select a restaurant based on word-of-mouth and various factors related to experiences. Hence, various promotional activities are necessary for the business succession.

An Empirical Study of the Elderly's Information Literacy on Their Happiness (실버세대의 정보 활용능력이 삶의 행복감에 미치는 영향 분석)

  • Lee, Misook;Kim, Heesop;Hong, Soongoo
    • Journal of the Korea Industrial Information Systems Research
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    • v.20 no.2
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    • pp.125-131
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    • 2015
  • The purpose of this study is to analyze the relationship of information literacy, life satisfaction, and life happiness of the silver generation, and to suggest the direction for their happy life. We conducted a questionnaire survey targeted at the Internet users of over 60 years old adults living in Daegu/Gyongbuk areas. Data were analyzed using 238 valid samples. With the results, it revealed that the silver generations' life satisfaction fully mediates the relationship between their information literacy and their life happiness. Future studies are also discussed in this paper.

실버 계층을 위한 건설사들의 맞춤형 서비스

  • Kim, Dae-Hwan
    • 주택과사람들
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    • pp.58-61
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    • 2007
  • 고령화 시대가 열리면서 은퇴 후 인생을 즐기려는 실버 세대들이 늘어나고 있다. 따라서 이들을 겨냥한 맞춤형 주택 및 편의 시설도 늘고 있다. 건설사들이 일반 주택에 실버 세대를 위해 종합병원과 제휴, 헬스 케어 서비스 및 쾌적한 주거 환경을 갖춘 시스템을 도입하고 있다. 새로운 고객층으로 자리매김한 실버 세대, 그들만을 위한 건설사들의 각종 아이디어를 살펴보자.

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Development of Brain Training Game Contents and Research Preferences for Silver Generation (실버세대를 위한 두뇌훈련 게임콘텐츠 개발 및 선호도 조사)

  • Joo, Jae-Hong;Lee, Hyun-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • pp.413-414
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    • 2011
  • 본 논문에서는 실버세대의 여가활동 및 두뇌훈련 위한 기능성게임콘텐츠를 제안한다. 두뇌훈련 게임은 기억력 훈련, 집중력 훈련, 시공감각 훈련과 판단력 훈련으로 6종의 게임콘텐츠로 구성되어 있으며, 실버세대들이 사용하기 쉬운 인터페이스와 실버세대의 게임에 대한 공감대 형성과 쉬운 접근을 위하여 춘향전을 각색하여 게임 시나리오로 적용하였다. 게임콘텐츠에 대한 평가 및 선호도 조사, 기능성게임콘텐츠 종목 발굴을 위해 401명을 대상으로 게임을 체험한 후 설문조사를 실시하였고, 결과를 토대로 선호도 및 기능성 게임 개발 시 요구 사항을 분석하였다.

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Smartphone tutorial application development (스마트폰 사용법 교육 서비스 앱 개발)

  • Lee, Seung-Gyu;Choi, Bum-Su;Kang, Yunjeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.386-387
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    • 2017
  • 실버세대들도 노령화사회가 된 이 시점에서 현대사회에 큰 영향을 끼치고 스마트폰 사용연령대도 높아지고 있으므로 스마트폰 보급에만 신경쓰는 것이 아니라, 실버세대들이 스마트폰기기 쉽게 사용할 수 있도록 돕기 위하여 연구를 시작하였다. 여러 실버산업의 발달에 스마트기기가 이용될 것이며, 이러한 스마트기기를 사용하고 싶어하는 노년층들이 증가하므로 이러한 노년층들을 공략한 스마트폰을 어떻게 사용하는지 알려주는 서비스를 통해 실버 모빌리언, 키치실버에 걸맞는 계층을 구성하려 한다.

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