• Title/Summary/Keyword: 여가생활시간

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On the Real Variety Show since "Infinite Challenges": A Study of its Expandability and Comparison with Traditional Theatrical Performances (리얼 버라이어티쇼의 확장성과 전통 연희에 대한 소고(小考): 2006년 <무한도전> 등장 이후를 중심으로)

  • Kim, Jin-Seob
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.95-109
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    • 2014
  • The variety show has expanded as a contemporary genre of popular culture since it first appeared as the Industrial Revolution allowed the public to enjoy their leisure time. In Korea, it has developed itself in similar ways, but it also has been criticized as low-brow. Recently, however, the real variety show has caught great attention as one of the social phenomena and is winning fervent responses from general publics as it is not consumed as a kind of entertainment show but is establishing its form and style as Korean real variety show. On the basis of these features, this paper focuses on the characteristics of real variety show as openness and expandability which can be found in the pre-modern Korea's traditional theatrical performances. Quite different from the cases in the Western culture, the Korean traditional theatrical performances used to set a stage up around the living space, attract audience to willingly approach the stage and participate in the theatre, and let them enjoy their participation. At the same time, however, The perfection of the shows had not been missed. And in comparison with the traditional theatrical performances, the present real variety show reveals the anticipation that the real variety show will not settle down just as a certain format or a genre, but accumulate its abundant contents and continue its new attempts and changes.

The Ride Attraction Design of Theme Park (테마파크의 라이드 어트랙션 디자인)

  • 이호숭
    • Archives of design research
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    • v.15 no.3
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    • pp.5-14
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    • 2002
  • The amusement design of a large amusement park, including theme park, largely consists of attraction design, the main facilities, and auxiliary facilities design. The purpose of this study was to discuss the physical motion characteristics of major ride, a recently highlighted representative ride attraction, modern people's thirst for stronger stimuli, and some of the right future directions for amusement design. In theme park, there is an growing trend for rides, especially major rides, to be more thrilling, and Newton's Law motion is basically applied. The rides we can often see provides a thrilling experience that is different from that offered by vehicles we use everyday, due to a variety of speed change, namely of acceleration. Every entertainment facilities, including ride attractions, are externally cutting edge with the use of new technology. but internally, poor theme or concept not only makes it difficult to function properly as attraction but poses a severe threat to theme park survival itself. Theme park will be able to exist as a comprehensive entertainment entity, when attractions are designed to have a perfect harmony among story, method and environment with cultural universality.

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Relationship Between the Psychosocial Factors and Job Stress Among Clerical Public Officers (일부 공무원들의 사회심리적 요인과 직무스트레스와의 관련성)

  • Park, Ho-Jin;Park, Sung-Kyeong;Cho, Young-Chae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5610-5620
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    • 2014
  • This study was conducted to determine the levels of job stress, as well as its association with psychosocial factors (type A behavior pattern, locus of control, and self-esteem). Self-administered questionnaires were given to 634 clerical public officers in the C Provincial Office between February 18 and Mar. 10, 2013. As a result, the job stress levels of the subjects was significantly different according to age, sex, educational level, marital status, job position, job career, satisfaction in job life, smoking, alcohol drinking, sleeping time, type A behavior pattern, locus of control, and self-esteem. Regarding the correlation of job stress and psychosocial factors, the level of job demand was negatively correlated with the internal locus of control. The decision latitude was negatively correlated with the type A behavior pattern, internal locus of control and self-esteem. Supervisor support was negatively correlated with the external locus of control. In hierarchial multiple regression analysis, the affecting factors to the job stress selected variables, such as age, subjective health status, job position, overtime work, experience of sick absence, satisfaction in work, sleeping time, leisure time, visiting out-patient department, type A behavior pattern, locus of control, and self-esteem, and the explanatory powers of these factors was 32.1%. In particular, the factors related to the psychosocial factors (type A behavior pattern, locus of control, self-esteem) were strongly related to the job stress, increasing the explanation of factors up to 15.0%.

The Comparative Studies on the Visitor Behavior based on Type and Scale of Urban Forest in Seoul - With a Special Reference to Bongje-san and Acha-san - (서울시 생활권 도시숲의 유형과 규모에 따른 이용행태 비교 연구 - 봉제산.아차산을 중심으로 -)

  • Kang, Eun-Jee;Hong, Jeong-Sik;Lee, Seul-Bee;Kim, Yong-Geun
    • Korean Journal of Environment and Ecology
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    • v.28 no.1
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    • pp.90-98
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    • 2014
  • This study was carried out to provide basic data. his research conducted the survey using face to face survey and board survey during about 2 months from Oct. to Nov. in 2009 for users of Bongje Mt., a small-sized mountain at downtown, and Acha Mt., a big-sized mountain at outskirt so as to compare the differences of using behavior by forms and size of urban forest in living area of Seoul. Characteristics of urban forest users, using behavior, demands and satisfaction of facilities and management and pass pattern were set as research items. The thing in common for using behavior is that both genders of main users were in more than 40s~60s. They showed the highest using rate from 7 a.m. to 12 p.m. and high rate for using nearly everyday or visiting two or three times per a week. In addition, it's judged that the accessibility from dwelling area to entrance of urban forest in living area is good and satisfaction for the standard of facilities and their management in forest way was relatively low. For the complement and essential facilities, 'sanitary facilities' showed the highest rate. For the differences of using behavior, most of Bongje Mt. users were residents living within a 2km radius (under the standard of walking) and they moved by average 1.3km. And, they preferred short-time activities of about 24 minutes. On the other hand, main users of Acha Mt. were residents living within a 4km radius (under the standard of walking) and people of other regions. and 60% of them preferred the passage route taking 3hours half over 6km. Through the survey on using behavior of urban forest in living area of Seoul, with different using form and forest size, introduction of using program for main users or managing method of differentiations for introduced facility's management should be properly applied. Especially, urban forest should be systematically managed like park green as expected that residents's using of urban forest will be increased with the increase of leisure time.

Design study on extreme utility vehicle for near future (근미래 유틸리티비클 디자인 연구)

  • Jeong, Yun-Woo;Kim, Jin-Sung;Ham, Won-Sik;Boo, Seong-Chul;Lee, Sung-Yong;Kim, Ji-Hong;Kim, Soo-Jeong;Yoon, Soo-Hyun;Lee, Soon-Jong;Jang, Ho-Ik;Koo, Sang
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2004.10a
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    • pp.234-235
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    • 2004
  • 현재 자동차의 변화를 이끄는 흐름에서 가장 핵심이 되고 있는 유형 Sport Utility Vehicle은 전천후 기동성 측면과 Sports성을 중심적인 특성으로 다루고 있다. 그러나 SUV로서 off road 중심의 공간 활용 보다는 실내 공간 중심의 활용이 더욱 중요한 특성으로 자리잡고 있다. 이러한 경향은 주 5일 근무 정착에 따른 여가 시간의 증가와 아울러 보다 다양한 직업과 생활 패턴 등에 따라 더욱 두드러질 것으로 보인다. 이러한 근 미래 변화에 대응하는 방법으로 기존의 SUV type에서 탈피하여 sports성을 반영하는 동시에 보다 utility적 활용 중심의 특성을 가지는 XUV (eXtreme Utility Vehicle)라는 새로운 유형을 2010년 시점의 근 미래 테크놀러지와 조형성의 동향 예측, 사용자 요구점 분석 포지셔닝 등을 통해 제안한다.

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Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

Trend Changes of Domestic Swimwear Design (국내 수영복의 디자인 트렌드 변화)

  • Kang, Sun-A;Cho, Ju-Yeon;Chung, Su-In
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.104-113
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    • 2015
  • Sports wear in relation to sports life is being developed in fashion industry with increasing leisure time. However, design development for swimwear including trend analysis is still required. In this research, we analyzed design trends in domestic social and cultural environment, and fashion design elements for the development for swimwear. We collected 9,549 picture images totally through 138 swimwear product catalogues in 1970s to 2014, and 8 web sites. We analyzed formative characteristics such as silhouettes, materials, colors, and textile designs. Because of the shorter cycle of social changes, and various trend, design changes of swimwear are getting diverse. Especially, color and textile design are remarkable. Also, new materials and printing technology make the design of swimming wear more comfortable and fashionable. This research would be a basic research for the design development of swimming wear.

A Clinical Study of Functional Video Production and it's Efficacy (기능성 영상 제작과 그 효능에 대한 실증적 연구)

  • Ro Heon-Jun
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.67-79
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    • 2003
  • With the advent of digital age, we've come to have an affinity with multimedia, in our daily lives, which has the most visual images. Everyday, more than 90 percent of people watch television, and most of them spend their time watching television and use internet for their leisure time activity. Multimedia change and diversify rapidly and have powerful potential. However, it is true that there is a considerable limit in the use of and application for their function. In this study, I've aimed at supporting the potential of therapeutic function which visual images have as the most powerful brain-stimulating-media. In order to accomplish the purpose of this study, I've placed chroma therapy in the element of video production. Thus, I've produced functional videos which shall be the backbone of video therapy. For EEG and psychology test, 1 chose 25 employees as sample group, and testified the potential of it.

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Wives Leisure Time and the Perceive Quality of Life (주부의 여가시간과 생활의 질 인식에 관한 연구 - 교육기 자녀를 가진 비취업 주부를 중심으로)

  • 한경미;황덕순
    • Journal of Families and Better Life
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    • v.8 no.1
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    • pp.69-82
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    • 1990
  • The purposes of this are to figure out the amounts of leisure time of full-time homemakers and to find out leisure time factors contributed to raise the quality of life. The major findings are the followings: 1) Full-time homemakers spend 353 minutes(5.9 hours) on the average per day on the leisure. Time for active leisure(creative activities, sports activities, spectator events, going to the party, and so on) is 70 minutes, while that for passive leisure(watching TV. listening to the radio, reading newspapers. magazines. Books, chating, relaxing, card playing) is 283 minutes(4.7 hours). The passive leisure is the main type of spending leisure time. 2) The total leisure time of wives is significantly related to SES factors. The higher the wives age and education, the family income, and the age of the latest child, the more the wives total leisure time. But the more the family numbers, and the child numbers, the lower the leisure time. Active leisure time is highly rela ed to family income, while passive leisure time is considerably family composition. 3) The wives are mostly satisfied with their lives. The wives perceptions of the quality of life is related to wives's education, house type, and family income. 4) The wives total leisure time is not related to the quality of life. There is a positive correlation between active leisure time and the quality of life, while a negative relationship is between passive leisure time and the perception of the quality of life. 5) In analysis of causal model, it appears that family income and active leisure time of wives directly affect the perceived quality of life. The more the family income and active leisure time, the higher the quality of life. it is implicated for wives to take and active attitude and to reduce, if possible, passive leisure time and to increase active leisure time.

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The Methodology for Investigation on Seabed Litters and The Distribution of Seabed Litters in Ports around the Korean Coastline (수중침적 폐기물 실태조사 및 국내 연안의 항 내 수중침적 폐기물 분포에 관한 연구)

  • Kang W.S.
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.4 no.3
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    • pp.74-80
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    • 2001
  • Due to floating marine debris, seabed litters, dead shellfishes and polluted sediments, etc. , which are mainly caused by fishery activities in a large scale around the coastline, expansion of industrialized areas from economic development and drastic increase of free time by the improved standard of living, Korean coast is believed to be cast beyond the self purification of marine ecosystem. Seabed litters, if not remedied in a timely manner, will eventually lead to the overall disorder of benthic ecosystem. Thus, in order to prevent marine ecosystem from being thrown into confusion by seabed litters and to restore ocean environments, it is reasonable to investigate the current status of the seabed litters by carrying out an extensive examination on them and to equip ourselves for marine debris with an systemized tool that provides supports to the building process of an efficient methodology of litters disposal through managing related data appropriately. As an primary step to this goal, a systematic method of investigation is presented in this paper. With this methodology, the present state of the seabed titters is properly understood for the specified list of ports.

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