• Title/Summary/Keyword: 동호회

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Football Injury & Prevention (축구손상과 예방)

  • Kim Hyun Cheol;Kim Hyung Soo
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.3 no.1
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    • pp.42-48
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    • 2004
  • The Football, popular spots in korea, increasing population to participate club activity caused various injuries with the consequence. Investigating relationship between biomechanics of the skills using football and injuries, we propose helpful methods to prevent injuries. Also authors point out the differences between outdoor and indoor football and women's football, and study skills using football like kick, pass, heading and head injury with researching literatures.

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A Study on Virtual Community Consumers′ Information Behavior and Consumer Satisfaction -Focused on Internet Community- (가상공동체에서의 소비자 정보활동과 소비자만족 연구 -인터넷 동호회를 중심으로-)

  • 박정현;이기춘
    • Journal of Families and Better Life
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    • v.20 no.1
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    • pp.139-149
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    • 2002
  • The aim of this study is to examine the consumer information behavior and consumer satisfaction in virtual community, and analyse influential variables on these. The data for this study were collected from members of virtual community for cosmetics in DAUM ( www.daum.net) through self-report questionnaires. Main findings are following; Virtual community consumer experiences satisfaction for products including information, and information behavior. And the greater information behaviors are associated with the greater satisfaction. And the virtual community consumers' information behavior and satisfaction don't differ largely by internet variables and socio-demographic variables. On the other hand, virtual community consumers' information behavior and satisfaction are associated with psychological variables like community membership, information wants, enduring involvements. In conclusion, these satisfactions make the effect of ‘feedback’ to information behavior, so these virtual community is able to be activated. And this also means that virtual community is Ideal space for consumer to expand information behavior.

Design of Cyber-Love system on Client and Server based (클라이언트/서버기반 "사이버 러브" 시스템 설계)

  • 윤순영;우성구
    • Proceedings of the KAIS Fall Conference
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    • 2001.11a
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    • pp.251-256
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    • 2001
  • 채팅을 이용, 이성교제를 하고 있는 네티즌이라면 채팅의 깊은 뜻을 제대로 파악하고 있을 것이다. 그렇다고 채팅이 꼭 유희만을 위한 것은 아니다. 기존의 각종 동호회에게 채팅은 친목도모의 중요한 방법으로 정착되었고, 전화를 대신하는 매체로의 이용도 가능하다. 또 업무상 간단한 정보를 주고받고, 회의의 한 방법으로 사용말 수도 있게 되었는데 본 논문에 다뤄질 "사이버 러브" 시스템은 기존의 단순한 텍스트 위주의 대화식 채팅 시스템이 아닌 새로운 캐릭터를 이용한 이 채팅 시스템은 이용자가 서로 사이버 캐릭터를 이용하여 가상 공간에서의 만남을 갖도록 해주며 최상의 음성 전송을 통해 대화를 주고받을 수 있도록 하고, 각종 이벤트를 통해 재미를 주어 쉽게 이용할 수 있도록 하였다. 또한 가상공간을 상품화 하여 특정 업체를 홍보함으로써 광고수익 효과를 누리고자 한다.

Study of Swing accuracy analysis to Develop of Solution for Improving racket sports skills (라켓스포츠 실력 향상 가상운동 훈련 솔루션 개발을 위한 스윙 정확도 연구)

  • Ko, Byeong-Guk;Gang, Eun-Su;Lee, Jo-Sun;Choe, Ha-Jin;Yang, Seong-Yeol;Lee, Byeong-Gwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1062-1064
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    • 2019
  • 개인 동호회 및 선수 사람들이 라켓스포츠를 하고 있지만 실력 향상에는 어려움을 가지고 있다. 현재 라켓스포츠에서 단지 스윙 연습정도만 지원하는 것이 현실이다. 본 연구에서는 저비용 3~9축 다축센서와 개인 스마트폰의 블루투스 연동을 이용한 가상운동 훈련 솔루션을 개발하기 위한 스윙 정확도 측정 방법을 연구한다.

체육 동호인들의 개인적 특성, 네트워크 요인, 창업지원 인식이 창업의지에 미치는 영향: 창업효능감의 조절효과를 중심으로

  • 조윤환;이원일
    • 한국벤처창업학회:학술대회논문집
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    • 2023.11a
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    • pp.49-52
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    • 2023
  • 최근 첨단기술의 발달로 인해 기존의 생산업들보다 고 부가 가치를 이끌어 낼 수 있는 아이디어의 중요성이 대두되고 있다. 이러한 점에서 창업은 참신한 아이디어로 고 부가 가치를 이끌어 낼 수 있다는 점에서 중요하다 할 수 있고 국가의 정책적으로도 많은 창업을 이끌어 내려는 노력이 이어지고 있다. 본 연구는 이러한 창업 중 스포츠 창업의 분야에서 체육동호인의 개인적 특성 요인이 창업의지에 미치는 영향에 대해 알아보고자 하며, 이러한 관계에 창업에 대한 자기효능감 요인의 조절효과 영향에 대하여 밝히고자 한다. 창업의지의 결정 요인으로서 개인적 특성 요인과 네트워크 요인, 창업지원 인식 요인이 창업의지에 미치는 영향에 대해 알아보고자 하였으며, 이 요인들은 창업효능감의 조절로 인하여 더욱 활동력이 강화될 것으로 보고 창업효능감의 조절효과를 살펴보고자 하였다. 독립변수로 잠재적 창업자의 개인적 특성 요인(성취욕구, 위험감수성향, 혁신성), 네트워크 요인(온라인 교류, 오프라인교류), 창업지원 인식 요인(동호회 창업지원 인식, 정부 창업지원 인식), 조절변수로는 창업효능감, 종속변수로는 창업의지의 내용으로 연구모형을 구성하였다.

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Korean Dong-in Culture and Yaoi: Focusing on the Changes in the 1990s (한국 동인문화와 야오이: 1990년대를 중심으로)

  • Kim, Hyojin
    • Cartoon and Animation Studies
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    • s.30
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    • pp.263-291
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    • 2013
  • In this article, I analyze Korean Dong-in culture and its relationship with Yaoi, focusing on the changes in the 1990s. While Korean Dong-in culture has developed under the influence of Japanese Dojin culture, it is not well-known that Korean Dong-in culture has its own characteristics, reflecting the unique situations surrounding the Korean society. The reason that I pay attention to the changes in the 1990s is that they have created the foundation of the current Korean dong-in culture through changes such as the import and reception of Yaoi, the creation of 'virtual community' in PC telecommunication, the enforcement of Juvenile Protection Law, and the inauguration of 'Comic World,' Among them, the import and reception of Yaoi, a genre characterized by homosexuality including sexual relationship and fanwork, played a decisive role in the change of dong-in culture from manwha circle by highly motivated amatuer artists to fandom. The circumstances that original manhwa dong-in by manwha circle and Yaoi by manhwa fandom coexisted by the mid-1990s, the enforcement of Juvenile Protection Law and the lift of ban on Japanese popular culture rapidly weakened original manhwa dong-in. Also, the popularity of Comic World as a new type of dong-in events reflected the spread of fanwork as a new trend of Korean dong-in. In summary, the import and reception of Yaoi should be considered as one of the important changes in the 1990s Korean Dong-in culture, because 1) Korean women considered Yaoi as a liberating subculture by its powerful contents-homosexuality with sexual relationship, and 2) Yaoi succeeded in attracting new population favoring fanwork as a major trend in Korean Dong-in, differentiated from original manhwa circle population.

Relationship between Social Network Types and Subjective Life Satisfaction of the Elderly : Focused on Non Voluntary and Past Oriented Social Network vs. Voluntary and Present Oriented Social Network (노인의 사회적관계망 유형과 주관적 삶의 만족도와의 관계 : 비자발적과거기반형 사회적관계망과 자발적현재기반형 사회적관계망을 중심으로)

  • Eim, Chang Kyun;Yang, Dong Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.4
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    • pp.119-133
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    • 2014
  • This study examines the effects of social network support types on the subjective satisfaction of life for elderly people focused on the impact of voluntary and present oriented social network type represented by hobby club vs. non voluntary and past oriented social network type for example alumni association in Korean society respectively. According to the advanced studies figured out by preceding researchers, most of social networks had a good and positive effects on the elderly people's subjective satisfaction of life. However, this study tried to classify the social networks by type such as starting time to make relationship among members and voluntary or non voluntary for participation to the networks. As a result of this study, voluntary and present oriented social network represented by hobby club has a very positive relationship with Korean elderly people's subjective satisfaction of life while non voluntary and past oriented social network as alumni association has no relationship with elderly people's subjective satisfaction of life. Therefore, government policies and budget should be concentrated on encouraging or supporting voluntary and present oriented social networks such as hobby club, voluntary agency etc. rather than non voluntary and past oriented social networks so as to maximize the effect for increasing Korean elderly people's subjective satisfaction of life.

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Relationship of Leisure Dance Participation, Physical Image and Self-Esteem among Women (생활무용 참가가 여성의 신체이미지 및 자아존중감에 미치는 영향)

  • Kwak, Han-Pyong;Koo, Kyong-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.407-416
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    • 2010
  • The purpose of this study was to examine the relationship among women's leisure dance participation, physical image and self-esteem. The subjects in this study were 300 female adults who were selected by cluster sampling from the population that consisted of women who were in their 20s to 50s. In the population, some women got leisure dance at fitness clubs, sport lovers' clubs and dance academies in Seoul and Gyeoggn Province as of 2009, and the others didn't. As for the reliability of the questionnaires used in the study, the Cronbach alpha coefficient of the questionnaires was above .70. The major statistical methods utilized in this study were Frequencies, reliability factor analysis, analysis covariate, regression analysis and path analysis. The findings of the study were as follows: First, the women who got leisuer dance evaluated their own physical image and self-esteem more favorably than the others who didn't. Second, the length of participation affected the body shape, satisfaction level and flexibility, and the intensity of participation impacted on the body shape and muscular power. Third, the length of participation had an impact on self-esteem, and the frequency of participation exerted a negative influence on that. Fourth, the degree of participation had a causal impact on physical image and self-esteem. In other words, the degree of getting leisure dance affected self-esteem in a firsthand manner and exerted a secondhand influence on that through physical image as well. The findings of the study suggested that physical image was one of major parameters to link participation in rhythmic exercise and self-esteem.

The Variables Affecting the Internet Overuse of Adolescents - An Analysis by Gender, School Grades and School Systems - (청소년의 인터넷 과다 사용에 영향을 미치는 변인 - 청소년의 성, 학교, 계열별 분석 -)

  • Lee, Kyung-Hwa;Ryu, Kyung-Hee
    • Journal of Korean Home Economics Education Association
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    • v.23 no.2
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    • pp.71-87
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    • 2011
  • In this study, we investigate the individual-, parents-, and family-related variables affecting the internet overuse of adolescents by the gender, school grades and school systems, which is based on surveys of 480 students in the middle and high school, employing multiple regression analysis. Major findings are as follows. 1. In the case of male students, internet use was higher when the students are playing online games more often, when the students are under stress, or when they have lower self control. In the case of female students, internet use was higher when the students are playing online games more often or when the students are visiting pornographic sites more often. 2. In the case of middle school students, internet use was higher when the students play online games more often, when they use file downloads more often, when they have lower self control, or when they have parents who are setting lesser rules on the students' internet use. In the case of high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they have lower self control, when they use e-mails less frequently, when they have fathers with better internet ability, or when they are under parents' strict control. 3. In the case of academic high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they visit pornographic sites more often, when they have lower self control, when they have mothers with poor internet ability, when they use e-mails less frequently, or when they have fewer number of close friends. In the cases of vocational high school students, internet use was higher when they play online games more often, when they are under more stress, when they get better grades, when they have fathers with better internet ability, when they are under parents' strict control, or when they have lower self control.

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The effect of Art Experience on Consumption of Art and Culture: Focusing on Art Exhibition Visits (문화예술 경험 요인이 문화예술향유에 미치는 영향 - 미술 전시회 관람을 중심으로 -)

  • Lee, Ah Young;Kim, Bumsoo
    • Korean Association of Arts Management
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    • no.58
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    • pp.89-119
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    • 2021
  • This study empirically analyzes the factors that affect the people's enjoyment of pure culture and arts, especially art exhibitions. We use 56,588 sample data from the "The Survey of Cultural Enjoyment" collected by the Ministry of Cultrure, Sports and Tourism over the last 10 years and perform multiple regression and Multi-Way ANOVA to analyze the effect of individual's cultural experience on art exhibit visits. The results of the analysis show that the experience of participating in culture and arts events, culture and arts education, and participation in culture and arts clubs have a positive effect on the art exhibition visits. We also identify the positive interaction effects between the three independent variables. In other words, it was found that the average number of visits to art exhibitions was higher for groups who had experience of participating in culture and arts events, culture and arts education, and culture and arts clubs. This study provides a first empirical analysis on personal factors influencing art exhibition visits in Korea and lays the groundwork for future studies in developing a comprehensive predictive model for cultural art visits. In addition, we give policy implications and suggestions specifically, mid-term policies related to promoting art exhibition visits as an extension of individual's engagement with pure culture and arts through big data analysis.