• Title/Summary/Keyword: Culture enjoyment

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The Assistant Experiences for Disabled College Students and the Serious Leisure (장애 대학생 도우미 경험과 진지한 여가)

  • Lim, Jin Sun;Lee, Chul Won
    • Journal of Leisure Studies
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    • v.9 no.2
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    • pp.61-83
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    • 2011
  • The purpose of this study was to find out whether or not the disabled students' assistance could be interpreted as a serious leisure. t is academically worth because this study reviewed if college students voluntarism could be considered a leisure and provided fundamental information about the interaction between the volunteered and the disabled. Voluntarism in the college level, in general, is spontaneous. The volunteered are expected to experience a psychological well-being, and their participation in voluntary activity helps them have a chance to develop socially, emotionally, and psychologically. In addition, as Stebbins(2001) claims, a serious leisure could be kept with one's enjoyment and play a role of leisure. Therefore, this study interviewed 6 college students who played a role of a spontaneous assistant. As results, 103 conceptual terms and 13 sub-categories and 5 higher categories were come out. The volunteered had stress at the early stage and experienced a state of being identified with the disabled. They, however, had an opportunity to foster expertise for volunteering, which contributes to their increased enjoyment and consistent volunteering thereafter. Some, even quitted in the middle, showed effort to find an appropriate substitute. It was revealed through this study that college students' assistance to the disabled has attributes for a serious leisure.

A Study on the Possibility of Family Particpation Education through the "Educational Culture Festival" at the Educational Museum (교육박물관에서의 "교육문화 페스티벌" 개최를 통해 본 가족 참여 교육 가능성 고찰)

  • Eom, Hye-Yoon
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.545-553
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    • 2018
  • As the share of leisure culture increases these days, expectations are rising for the high quality of culture while increasing interest in leisure and tourism. The percentage of the population going on weekend trips to broaden the horizons of elementary, middle and high school students has continued to rise in proportion to the expectations for cultural enjoyment. We expect that visitors' weekend family activities will include relaxing, playing and educational purposes. Recent educational programs have moved from the past where only children were allowed to be onsite, to a shared style in which parents can engage in educational activities, potentially leading to the implicit involvement of family ties and family elasticity. The effects of education are not expressed by the period that ends in a single moment of experience, but by the continuity of training and experience. The same holds true for family affinity, communication and empathy. Providing opportunities for family experience and education is a national responsibility for broken family and restoring solidarity with the growing number of single-person households. Furthermore, it is a duty of museums and galleries today, and it is necessary to come up with methods to enhance family solidarity and family affinity. In particular, it is imperative to develop and provide educational programs for educational purposes at the Education Museum, and to develop " education for family " at the social level. This paper aims to analyze the results of all family participating education programs provided by family education programs at the Education Museum through family surveys and interviews, and to enhance the activation of family types education programs more actively.

A study on the Convergence Learning Guidance Method for Adolescents with Disabilities Applying the Eurhythmics Rhythm Element (유아문화예술교육의 학습원리와 교육효과를 적용한 교수학습지도방안 연구)

  • Byun Gi Dam;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.551-557
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    • 2024
  • Early childhood cultural and artistic education is a process of expressing oneself and understanding society, which has a great impact on the lives of young children. It utilizes the principle of individualization, which means that individual diversity should be considered because each toddler has different developmental characteristics; the principle of play-centeredness, which means that toddlers form active attitudes toward experiential activities through enjoyment through play; the principle of integration, which is the foundation for holistic development; and the principle of direct experience, which means that toddlers have the experience of touching and manipulating materials. In the introduction, children are encouraged to explore and think about materials, read and share books together, and express their thoughts creatively through artistic expressions such as art, music, physical expression, drama, movies, and photography in the first and second phases. In the final stage, a teaching and learning plan was developed that consisted of a circle time for the children to share their opinions with each other in the process of appreciating the results created by the children and presenting their thoughts. As the educational effectiveness of early childhood cultural arts education is best developed in the early childhood period, when learning is emphasized by children exploring according to their interests, this study presented a learning guidance plan that reflects various educational methods and genre convergence education that can be applied to early childhood cultural arts education.

A Study on Visitor Motivation and Satisfaction of Urban Open Space - In the Case of Waterfront Open Space in Seoul - (도시 오픈스페이스 방문동기 및 만족도 연구 - 서울시 하천변 오픈스페이스를 중심으로 -)

  • Zoh, Kyung-Jin;Kim, Yong-Gook;Kim, Young-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.1
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    • pp.27-40
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    • 2014
  • The functions of urban open space, which embraces community revitalization, are diverse. It is the means of public healthcare, learning centers for children, hub of arts and cultural programs, as well as promoter of urban tourism. However, in-depth discourse and research on the topic of urban open spaces has been limited so far. Hence, this study aims to investigate the motivations and satisfaction of visitation based on four representative waterfront open space in Seoul; Cheongyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park. The methods of study are literature review, observation investigation, and questionnaire survey. The findings are analyzed through the Exploratory Factor Analysis, Reliability Analysis, ANOVA Analysis and Regression Analysis by SPSS 18.0. The results of the study are as follows. First, urban waterfront open spaces in Seoul has 5 factors of visitor motivation; community amenity, nature access, cultural and educational assets, aesthetic enjoyment, and lastly means of escape. Second, factors of recognizing urban waterfront open spaces as community amenity and nature access indicate meaningful differences in visitor's perception by spatial characteristics. Third, distances between the destination and the visitor's residence influence significantly their perceived motivation. Close-range visitors perceived nature access as a principal factor, whilst medium to long-range visitors perceived visitation for aesthetic purposes more importantly. Lastly, the will to escape was shown as the influential factor in visitor satisfaction. Visiting open spaces for the enjoyment of nature and aesthetic purposes were factors that also closely relate to visitor satisfaction. In addition, it was found that there are different visitor motivations that influence visitor satisfaction in accordance with the spatial characteristics of each open space. In summary, it can be said that urban waterfront open space is a hybrid space connected to various types of urban contents beyond daily experiences. It was found that several visitor motivations including community development, design aesthetics, education and culture, entertainment, enjoyment of natural landscape, and relaxation, affect the overall satisfaction of the visiting experience. It is anticipated that the results of the study will be used by the local government in setting up strategies for the creation and management of successful urban waterfront open space, and for those involved in planning and design act as a starting point for spatial programming and amenities arrangement in accordance to the city's tourism and urban marketing approach.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.369-378
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    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.

A Study on Consumption Emotion of the Appearance Management Behaviors in University Students (남녀대학생의 외모관리행동에 관한 소비감정 연구)

  • Lee, Je Sung;Lee, June Young
    • Fashion & Textile Research Journal
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    • v.19 no.6
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    • pp.712-722
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    • 2017
  • Attention to appearance is a common concern for all. Images created by appearance play an important role in judging people in terms of social life in contemporary society. This study investigated general behaviours of appearance management behaviours of both male and female college students, and categorised consumption emotion experienced by appearance management. In this regards, it was examined how consumers' psychological mechanism of consumption emotions influences consumers' satisfaction and their behavioural intentions. The main results are as follows: First, female students invest more time and money into appearance management compare to male students and have a higher level of attention. Secondly, both male and female students experience a variety of consumption emotions in appearance management behaviours. According to gender, female students show a higher level of positive and negative consumption emotions than male students. Thirdly, there are five emotional types (Confidence, Annoyance, Refreshment, Enjoyment, Anxiety) as the result of the consumption emotional typology in terms of appearance management behaviours of male and female university students. Fourthly, there are different emotional groups which influence consumers' satisfaction or behavioural intention according to gender in appearance management behaviour. In general, emotional groups such as 'Confidence, Delight and Anxiety' have a positive influence on consumers' satisfaction and behavioral intention, and 'Annoyance' composed of negative emotions have negative influence. In this respect, this research can contribute to beauty product development and marketing strategy with reflecting consumption emotion, and better understanding of consumption culture of university students which plays a pivotal role in appearance management behavior.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

An Iconological Analysis of the Fashion Works of Vivienne Westwood (도상해석학 관점에서 고찰한 Vivienne Westwood 패션 작품)

  • Yun, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.1
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    • pp.60-76
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    • 2009
  • The purpose of this study is to present the viewpoint on the 'clothes' as a part of art works which has the kunstwollen(artistic will) and the philosophy of a creator rather than just an outfit. For the literary research, this study investigates the history of Iconology and the E. Panofsky's theory. In order to make up for the limitation of Panofsky's iconology, applies the theories of H. Gombrich and N. Goodman. For the case research, Vivienne Westwood is selected because her fashion works have been mentioned as the artistic pieces by many fashion critics or the presses. Also Westwood has different social and cultural contexts which based on the periodic background, social influences and cultural actualities. The conclusions of this study are as follows. First, in order to read the symbolic meaning, the kunstwollen and the aesthetic consciousness of the fashion designer's works properly, the systematized interpretation method is necessary. Second, the creative works of Vivienne Westwood have been influenced by the various external elements. Especially her national background and identity are the main elements which have governed her creation. Third, Vivienne Westwood creates her works not just to wear but to incorporate the ideology and the philosophy of herself. She expresses the kunstwollen and the aesthetic consciousness through her works. Forth, Vivienne Westwood pursues the communication between the human being and the world. Fifth, fashion makes various attempts to combine with different artistic fields. The 21st century fashion has developed to new direction with diverse trials and combinations. Fashion is not just making clothes, but accepting and delivering the history and culture, expressing and communicating empathy, and combining the different fields harmoniously.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.