• Title/Summary/Keyword: 여가기능도

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Relationship between Social Support, Social Participation and Physical Functioning in Older Adult : on case study of community senior centers (지역사회 노인의 사회적지지, 사회참여와 신체기능과의 관계 : 복지관 이용자 중심으로 연구)

  • Bae, Yunjo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.380-390
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    • 2017
  • This study examined the relationship between social support, social participation and physical functioning among older adults in community senior centers. The subjects of this study were 194 persons aged 60 years or older who participated in the senior center in K province and D city, from June 16 to June 30, 2016. The collected data were analyzed using descriptive statistics, T-test, one way ANOVA, Pearson correlation analysis, multiple regression analysis, and structural model analysis using IBM SPSS Statistics 23.0 and IBM AMOS 21.0. The result showed that the social support and physical functioning of the elderly in the community were above normal, and social participation was somewhat low. Interestingly, an analysis of the physical functioning between social support, social participation and depression revealed significant correlations. The factors affecting the physical health were 23.4% of the respondents who had a significant influence on social support and leisure activities. In addition, the result of structural model analysis showed that social support had a significant influence on the social participation, depression and physical functioning. Therefore, the results suggests that the development of educational programs and an age-friendly environment should be actively provided to older adults in the community by strengthening the physical function through social support for active ageing.

From Hobby to Profession: A Phenomenological Study of the Emergence of Hobby-preneurs and its Impact on Arts and Cultural Ecology (취미에서 직업으로 - 하비프러너(hobby-preneur)의 출현과 문화예술 생태계 구조 변화에 관한 현상학적 연구 -)

  • Song, Nam Eun;Lyu, YuHee;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.55
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    • pp.5-38
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    • 2020
  • This study focuses on the emergence of "hobby-preneurs" and the ways in which they are transforming the virtuous cycle of arts and cultural ecology. The hobby-preneur pursues and expands his or her favorite hobby into a professional job and/or arts business. Hobby-preneurs are the new driving force in the arts and cultural industry. Their activities enhance the arts as a public good even as they build valuable social capital for arts organizations and have a profound impact on supply and demand in the arts and cultural marketplace. Thus we found that by injecting and potentiating certain values that professional artists cannot directly deliver to arts consumers, hobby-preneurs function as major intermediaries in the virtuous cycle of arts and cultural ecology. To understand more about these emergent actors we examine their personal, social, and economic values and how these values guide their arts-related activities and thereby impact the ecology of the arts and cultural sector. In this study we use a phenomenological approach to investigate five hobby-preneurs and the particular ways their acquisition of professionalism is transforming the arts education node of the virtuous cycle in the creative sector.

Tendencies toward Game Addiction in the Group of Adolescents with Highly-educated Parents (고학력부모를 둔 청소년의 게임중독 성향)

  • Kim, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.184-197
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    • 2013
  • The purpose of this study is to research the reason of higher tendencies toward game addiction in the group of adolescents with highly educated parents than the group of adolescents with non-highly educated parents. The results show that the variables affecting adolescents' game addiction in the group of adolescents with highly educated parents are very different with those in the group of adolescents with non-highly educated parents. In the group of adolescents with highly educated parents, most of variables related to family function and communication types are not significantly affecting game addiction, while they are affecting in the group of adolescents with non-highly educated parents. This indicates that highly educated families might have particular family system related to stratification culture.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

Exploring the value of marine sports as a sport for all (생활체육으로서 해양스포츠의 가치 탐구)

  • Cheung, Young-Kyu;Lee, Hyung-il
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.309-315
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    • 2018
  • As the participation in marine sports activities has increased according to the increased national income, changes in lifestyle, etc., this study explored various values and possibilities towards a sport for all, which are inherent in marine sports, through the literature research with respect to leisure activities, sport for all, and marine sports. As a result of study, marine sports include the functional values, such as leisure satisfaction and welfare function, as a tool to improve the quality of life, which the sport for all may have, and not only have a positive impact on individual lives, but further, can also contribute to raising the level of social well-being. Marine sports are directly experienced physical activities utilizing nature and importantly functioning in human beings' understanding nature; especially, it could be found that they have the high emotion-educational value which could make the right personality formed for the adolescents in modern society, whose unrealistic leisure activities account for the most part of their leisure time. These results suggest that marine sports contain sufficient positive values and possibilities as a sport for all, and the value as a sport for all could be realized which marine sports may have through active participation.

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.

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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    • 2011.05a
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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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한국수자원공사의 댐 시설물 유지관리

  • 김범주;박한규;신동훈;박동순
    • Geotechnical Engineering
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    • v.20 no.7
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    • pp.6-15
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    • 2004
  • 댐은 생활 공업 농업용수의 공급, 전력생산, 홍수조절 및 여가활용공간 제공 등의 중요 기능을 하는 국가의 기간시설물임과 동시에 대홍수 혹은 지진 등에 의해 시설물에 위해가 발생했을 경우 커다란 인명과 재산피해를 가져올 수 있는 재난시설물이기에 이를 효율적으로 건설, 관리하는 일은 무엇보다 중요한 문제이다. 특히 최근 엘리뇨 라니냐 현상 등에 의한 기상이변은 댐 시설물의 안전 및 운영에 대하여 관심을 갖게 하는 중요한 요인이 되고 있다.(중략)

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설계서 검토에서 나타난 문제들

  • Kim, Ju-Beom
    • Journal of the Korea Construction Safety Engineering Association
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    • s.20
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    • pp.56-59
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    • 1996
  • 다년간 설계성과품인 설계서를 검토할 기회가 많이 있어 그동안 검토하면서 설계가 미비하거나 기능에 맞지 않은 사항들에 대하여 많은 설계자들에게 알려야 되겠다고 마음을 먹었으나 막상 쓰겠다고 펜을 들었다가는 놓고 하기를 여러번 되풀이 하다가 각중에 원고를 써 달라는 부탁에 선뜻 대답은 해놓고나서도 차일피일하다가 용기를 내어 현실적으로 쉽게 일어나는 문제점 10여가지에 대하여 소견을 적어 보았다. 전문분야가 토질이기에 흙에 대한것만 실제에 부합되도록 기술하였는 바 업무에 참고가 되면 다행이겠다.

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A Study on the Value as Tourist - resource of Cave (동굴의 관광자원으로서의 가치)

  • 유영준
    • Journal of the Speleological Society of Korea
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    • no.49
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    • pp.31-43
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    • 1997
  • 현대인들은 다양한 관광과 여가의 개념을 갖고 있기 때문에, 주말이면 각 고속도로의 톨게이트는 상ㆍ 하행선이 번갈아 복잡해지는 현실에 처해 있다. 또한 관광의 개념도 바뀌어져 새로운 복합적 관광자원을 관광의 대상으로 삼고 있다. 따라서 이런 복합적인 기능을 가진 관광자원인 동굴의 가치를 살펴보는 것이 본 연구의 목적이다. 연구 결과 동굴은 자연 관광자원과 인문 관광자원으로서의 특징을 모두 갖춘 복합적 경관을 갖고 있기 때문에 ‘복합 관광자원’ 으로서의 구분할 수 있다. 이런 동굴의 특징은 예술성(지하 경관의 신비성), 종교성(원시종교의 유적성), 유용성(동굴 탐험장ㆍ 핵 폐기물 처리장), 학문성(지구과학ㆍ동굴학ㆍ관광학)으로 요약할 수 있다.

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