• Title/Summary/Keyword: 여가 제약

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온도조절이 가장 중요하다 -과실수확후의 생리 및 장기저장방법-

  • 윤인화
    • The Bimonthly Magazine for Agrochemicals and Plant Protection
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    • v.6 no.10
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    • pp.57-67
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    • 1985
  • 과실을 포함한 모든 농산물은 1년동안 계속해서 수확되는 것이 아니라 기후의 제약을 받아 생산이 계절적으로 치우치게 되는 것이 불가피하므로 수요에 따른 공급기간의 연장을 위하여는 저장이 꼭 필요하게 된다. 또한 생산농가의 경영적인 측면에서 볼 때에도 생산시기에는 언제나 출하가 집중되어 가격이 떨어지게 되므로 수분함량이 비교적 높은 과실류는 단기간의 저장도 매우 유리한 판매를 할 수 있으며 소비자의 입장에서 볼 때에도 저장을 하지 않을 경우 집중 출하시기에 일시적으로 가격이 싸지만 생산시기가 지나면 다시 가격이 높아지므로 전체적으로 볼 때에는 비싼 값으로 사게되는 결과가 된다. 따라서 생산자 및 소비자 모두를 보호하고 오랫동안 과일을 먹을 수 있도록 하기 위하여는 저장이 반드시 필요하다 하겠다.

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A study on the motivation to purchase Overseas golf tour package (해외 골프상품의 구매동기에 관한 연구)

  • Ahn, kyung-ok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.647-648
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    • 2010
  • 골프는 경제 발전과 함께 생활수준의 향상, 여가시간의 증대로 인하여 특권계층이나 부유층만의 전유물이 아닌 일반 스포츠로서 대중화 시대를 맞이하고 있다. 그러나 국내에서 골프가 대중화되기 에는 여러가지 제약이 따른다. 이런 제약으로 인해 골퍼들은 해외골프를 즐기게 된다. 골프관광객들은 여행만을 목적으로 한 관광객들보다 여행 빈도도 높게 나타나고 있다. 국내외 많은 골퍼들이 해외 골프리조트로 여행하는 빈도가 급속히 증가하고 있는 상황에서 해외골프관광객들의 여행상품을 선택하는데 중요하게 인식하고 있는 구매동기에 대한 연구가 필요하다.

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혼합물 실험계획에서 블럭화의 효과를 평가할 수 있는 그래픽방법

  • 장대흥;박상현
    • Communications for Statistical Applications and Methods
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    • v.3 no.2
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    • pp.93-102
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    • 1996
  • 혼합물 실험에서 실험의 조건이 균질하지 않은 경우, 블럭화를 주로 행한다. 이런 블럭화가 이루어 질때 추정반응값 분산그림을 이용하여 각 구성성분에 제약이 없는 경우와 제약이 있는 경우 각각에 대하여 블럭화가 실험계획의 추정반응값 분산에 어떤 영향을 미치는지 알 수 있는 그래픽 방법을 제안하였다. 이 방법을 통하 여 혼합물 실험에서 블럭화의 효과를 각 구성 성분에 대하여 알아볼 수 있다. 또한, 어떤 블럭화가 추정반응값 분산의 증가를 최소화할 수 있는 지를 그림을 이용하여 비교, 검토할 수 있게 된다.

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Relationship between time availability and time invested in leisure activities in adolescents (청소년의 적극적 여가활동 시간가용성과 투자시간 관계 연구)

  • Ryou, Bee
    • Journal of the Korean Society of Child Welfare
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    • no.60
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    • pp.25-57
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    • 2017
  • The effects of regular and active leisure activities on positive growth and development in adolescents are widely known. In our society, however, it is challenging to enjoy or expand such activities due to diverse constraints. Under unfavorable circumstances, this study attempted to investigate the application of time availability for liberal leisure activities as a way to help adolescents engage in active leisure activities. Specifically, this study examined the relationship between time availability (both individual and structural) and the time invested in leisure activities at youth training centers which support such leisure activities. The study found the following results: As both individual and structural time availability expanded, the time invested in leisure activities increased as well. Based on these results, this study discussed policy and practice implications regarding the support of adolescents' leisure activities.

The Effect of Leisure Activities on Depression in Grandparents Raising Grandchildren (조손가정 내 조부모의 여가활동이 우울감에 미치는 영향)

  • Lee, Yoon-Jung
    • 한국노년학
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    • v.34 no.2
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    • pp.299-313
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    • 2014
  • Recently, an interest on parenting stress and depression of grandparents raising grandchildren is rising according to the increase of working couple and divorce. Discussing around developmental task of elderly, one of the influencing factors on increase of grandparents' parenting stress and depression is leisure restriction. However, this factor has received far less rigorous analysis. Thus, the purpose of this article is to offer an analysis of the effect of leisure activities on depression in grandparents raising grandchildren. The data was collected from 172 grandparents raising their grandchildren in 2011 national survey results on the elderly life conditions. Their analyses were composed of descriptive statistic and multiple regression analysis. The study generated several findings. First, grandparents participated in activities for exercise and religion at a high rate and their mean score of depression was 7.1 of 15 what suggests middle level of depression. second, multiple regression analysis showed that the factor of exercise, travel experience, leisure activities satisfaction and other special leisure activities were statistically significant predictors of depression. Implication for social welfare services and programs to improve the mental health of grandparents raising their grandchildren to have positive self-awareness and attitude about life in their position and living condition for help prevent depression were discussed.

A Study on Leisure Activity type of high school students (실업계고등 학생의 여가활동 유형에 관한 연구)

  • Kim, Seong-Taek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.165-171
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    • 2013
  • This study elects 934 high school students in Kwangju, conducts the survey of the actual condition of the youn's leisure, and comes to a conclusion as follows. the young spend mean 9-10 hours a day on class, mean 6 hours on sieeping, and mean 1-2 hours on self-learning. their spending money is less than 30,000 won and is not enough as the past years. While 33.2% of respondents answered they were trained for leisure activities, 66.8% were not. Also thesurvey indicates that 79.9% of the young think a leisure course will be contribute to sound youth. In kinds of leisure, the young prefer computer game, watching TV, video game, or listening to music which are not active. It is required to guide them to enjoy active leisure activities together. the young think their leisure time is not enough, average(41%) and not enough(37.5%). Especially, thy cannot have enough time to enjoy leisure(62.5%). The young are not satisfied of leisure facilities.

A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

The Development and Validation of the Leisure Obsession Scale (여가강박 척도의 개발 및 타당화 연구)

  • Jiyeon Yoon;Seung-Hyuk Choi;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.19 no.2
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    • pp.235-257
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    • 2013
  • The purpose of this study is to develop the Leisure Obsession Scale and examine the validity of the scale. The Leisure Obsession Scale was developed and identified its validity by exploratory factor analysis, confirmatory factor analysis, and correlation analysis. The Leisure Obsession Scale consists of two factors, which are 'Leisure Preoccupation' and 'Leisure Stereotype'. Those two factors indicated the reasonable fit index by confirmatory factor analysis. In addition, this scale displayed discriminant validity via measurement of obsession, workaholism, leisure anxiety, and leisure constraint. Also, the results of criterion validation analysis shows that the Leisure Obsession Scale and its subscale are correlated with measure of age, leisure information searching, intention of participation to new leisure activities, and intention of increase in leisure time. Conceptualizing leisure obsession and exploring components of leisure obsession would be valuable for understanding the nature of leisure obsession and its effects on leisure satisfaction, and suggesting more effective psychological intervention in a diverse population.

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A Study on Leisure Activities for Workers -Focusing on a Cooking Category- (국내 직장인을 위한 여가활동 방안 연구 -요리 분야를 중심으로-)

  • Lee, Jaeeun;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.305-310
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    • 2018
  • The purpose of this study is to suggest a leisure activity for improvement of personal life and career of Korean workers. To do this, DIY was selected as a method of leisure activity that minimizes cost, time and space contraints. As a method of research, I did case study for investigating the characteristics of existing leisure activities. In addition, I examined the needs about cooking activity through an in-depth interview with 8 workers whose hobby is cooking. As a result, two essential elements were derived. First, it is necessary to establish a clear scope and content of the brand. Secondly, a platform for sharing activity is needed. This study is significant in that it suggests the way to improve leisure activity of workers. After this study, it is expected that it will help to spread leisure activities of workers through the design of leisure activities plan.

University Students' Propensity toward Smartphone Addiction Affects Their Leisure Satisfaction (대학생의 스마트폰 중독성향이 여가만족도에 미치는 영향)

  • Ryu, Mihyun;Cho, Hyangsook
    • Journal of Family Resource Management and Policy Review
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    • v.18 no.1
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    • pp.47-68
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    • 2014
  • This study investigated the relationship between smartphone addiction propensities and leisure satisfaction according to leisure time constraints among university students and attempted to promote an effective and desirable leisure culture. The main findings were as follows: First, leisure time constraints showed differences in terms of the withdrawal factors, overall smartphone addiction propensities, and leisure satisfaction; self-efficacy showed significant differences in terms of withdrawal and overall smartphone addiction propensities; and control showed a significant difference in leisure satisfaction. Second, in the case of university students, it was revealed that regardless of leisure constraints, as disturbance of daily living and tolerance are higher, leisure satisfaction is lower in those with smartphone addiction propensities.