• 제목/요약/키워드: Hobby

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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.

A Study on the Relationship Between Emotion and Behavior of User's with the Color Images of Indoor Space in Hotels (호텔 실내공간 색채이미지에 대한 이용자의 감정과 행동의 관계)

  • Kim, Su-Hee;Kim, Bong-Ae
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.2
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    • pp.67-74
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    • 2018
  • The purpose of this study was to analyze relationship between emotion and behavior with the color images of indoor space in hotels. The study methods evaluation experiments of emotion and behavior with computer graphic images. Study results are as follows: First, The color image according to the indoor space had a significant influence on the user's emotions. Lobby and restaurant had difference in pleasure arousal emotion by color image, and also guest room had difference in pleasure dominance emotion by color image. Second, The color image according to the indoor space had a significant influence on the user's behavior. Also lobby and restaurant had difference in movement hobby eating resting behavior by color image, and guest room had difference in hobby eating resting behavior by color image. Third, As a result of analyzing the effect of user's emotions on the behavior according to the indoor space: In the lobby, the more un-arousal increasing of users, the more hobby resting behavior increasing. And the more dominance increasing of users, the more movement hobby eating resting behavior increasing. In the restaurant, the more dominance increasing of users, the more movement eating hobby behavior increasing. The more arousal increasing of users, the more movement resting behavior increasing. The more un-arousal increasing of users, the more hobby eating behavior increasing. In the guest room, the more un-arousal dominance increasing of users, the more hobby eating resting behavior increasing. And also the more arousal increasing of users, the more movement behavior increasing.

Comparison of The VDT Occupation and VDT-related Hobby Groups in terms of Patients' Subjective Symptoms of VDT Syndrome

  • Lee, Jun Cheol;Park, Si Eun;Shin, Hee Jun;Choi, Wan Suk
    • Journal of International Academy of Physical Therapy Research
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    • v.8 no.2
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    • pp.1168-1174
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    • 2017
  • The purpose of this study was to investigate the health conditions of occupation group and hobby group related to visual display terminal (VDT) syndrome. The VDT occupation group was mainly composed of the worker in banks, telephone companies, and general offices. The VDT-related hobby group was composed of high school students, and Internet cafe users. A questionnaire survey was conducted to classify the subjects according to hours of computer usage. The results indicated that the occupation group represented a higher level of subjective symptoms than VDT-related hobby group. In the VDT occupation group, 'Poor body condition', 'Feeling uncomfortable or pain in the neck', 'Feeling uncomfortable or pain in the back', 'Feeling stressed out', and 'Feeling uncomfortable or pain in the shoulder' items indicated a high level of subjective symptoms. In the VDT-related hobby group, 'Feeling uncomfortable or pain in the neck', and 'Feeling uncomfortable or pain in the back' items indicated a high level of subjective symptoms. According to the hours of computer usage, 4-6 hours and 6 hours or more groups represented a higher level of subjective symptoms than 2-4 hours group. These findings suggest that Visual display terminal (VDT) work effects the individual's health conditions.

A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.

Design and Implementation of Hobby Encyclopedia Application (취미 백과 애플리케이션 설계 및 구현)

  • Park, Heewan;Lee, Do Hyuck
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.733-734
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    • 2022
  • 최근 일과 삶의 균형을 찾는 '워라밸'에 사람들의 관심을 커지면서 일에만 몰두하는 것보다 개인의 삶의 질을 더 중요하게 생각하게 되었다. 이에 따라 퇴근 후나 주말의 여가 시간에 다양한 취미 활동을 하는 사람들이 증가하고 있다. 본 논문에서는 여가를 즐기고자 하는 사람들에게 다양한 카테고리의 취미 활동을 소개해주는 취미 백과 애플리케이션을 설계 및 개발하였다. 취미 백과 애플리케이션을 이용하면 사람들이 보다 쉽게 새롭고 다양한 취미를 접할 수 있을 것으로 기대한다.

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Effect of Overseas Tourists' Motivation on Shopping Behavior -Emphasis on Product and Store Characteristics- (해외여행 동기가 쇼핑행동에 미치는 영향 -상품과 매장특성을 중심으로-)

  • Jeon, Yangjin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.294-306
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    • 2015
  • This study investigated how the travel motivation of Korean overseas tourists influenced shopping behavior. We first identified factors of the travel motivation and then categorized types and attributes of shopping products and shopping stores. We then examined the relationship between the travel motivation and shopping products and shopping channels. A questionnaire method was applied for this survey, while factor analysis and regression analysis were used to analyze data. The results are listed below. First, nature & leisure, rest, family, pleasure, hobby & fitness, and discovery were identified as 6 factors of travel motivation. Second, shopping products of overseas tourists were categorized into three types: fashion & luxury, daily goods, and memento. There were four attributes of products, namely, design, utility, economy, and prestige. Major types of shopping stores were souvenir shops, fashion channels and local markets; the shopping store attributes identified were location & salesperson, assortment & atmosphere, and display. Third, overseas tourists' motivation was shown to influence the selection of product types and attributes. Those who traveled for rest, family, pleasure, hobby & fitness orientation were inclined to purchase fashion & luxury goods, and daily goods; however, those who traveled for rest and hobby & fitness orientation also tended to buy memento. The effect of the travel motivation was shown to be different according to product attributes. Fourth, tourists' motivation was shown to affect store type selection and attributes. Those whose traveled for rest, family, pleasure, hobby & fitness preferred souvenir shops while those seeking nature & leisure and pleasure tended to visit fashion channels and local markets more often. Travelers seeking nature & leisure and discovery cared for all three store attributes while family oriented and pleasure seeking tourists considered shopping store location, salesperson and display attributes as important.

Attitude of Urban Employees on Hobby, Recreation and Practical Use of Holiday (도시직업인(都市職業人)의 취미(趣味), 오락(娛樂) 및 휴일활용(休日活用)에 관(關)한 태도조사(態度調査))

  • Kang, Dae-Min
    • Journal of Preventive Medicine and Public Health
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    • v.7 no.1
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    • pp.139-145
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    • 1974
  • Attitude on hobby, recreation and practical use of holiday among group of employees comprised of 400 primary, middle, high school teachers, bankers and public servants who serviced in Kwang ju city area, was studied during the period of two months from April to May 1974. The results obtained were concluded as follows; 1 Age distribution: $29{\sim}33$ age group came first with 26% while last with 0.3%. Average was 31.5. 2. Sex distribution: Male 94.0%, female 35.3% and noteworthy was the fact that in primary school female occupied 74.0%. 3. Hobby and recreation or entertainments: Cinema 24.0%; badook 24.5%; athletics 18.5%; Chinese chess 13.5%. Among primary school teachers cinema came first 37.0%, while among the administrative officials badook came first with 34.0%. 4. How they spent the previous Saturday afternoon; 25.0% of subjects helped household affairs, this rate reached 35.0% among primary school teachers. Sunday: 19.0% helped household affairs and again primary school teachers ranked top. During the vacation of last year, 52.1% of total subjects traveled and 61.0% of bank employees traveled.

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Research on Customer Survey for Clothing DIY Packages (의류 DIY 패키지의 소비자 현황조사 연구)

  • Eunhye Lee
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.108-123
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    • 2023
  • Recent increase of eco-conscious trends and pleasure from Do It Yourself (DIY) activities have led to a surge in sales of package products bundling together clothing patterns and raw materials. However, a well-structured market system is yet to be established. We surveyed 460 women with sewing as a hobby who had purchased these DIY clothing pattern packages. The survey revealed that majority of respondents had their hobby for over five years. Choosing the right fabric to match clothing patterns presented a common challenge. Most participants owned a sewing machine and an overlocker, with price being the primary concern when purchasing a package. For guidance during the sewing process, participants preferred print materials featuring real-life images. Those with less sewing experience leaned towards video tutorials. Items of interest or those commonly created included blouses, shirts, and dresses. Desire for further learning in sewing and pattern-making was prominent, with a clear preference for online classes. Several strategies are recommended to enhance the appeal of DIY clothing package products, including broadening range of packages that incorporate fabric, offering supplementary educational resources to improve users' skills, implementing affordable pricing structures, supplying comprehensive creation guidelines, and making available design modification guides. These considerations could significantly boost customer satisfaction. This research intends to lay groundwork for understanding DIY clothing creation market, ultimately fostering production of highly desirable products. Insights of this study will prove instrumental in refining product development and devising effective marketing tactics, leading to a more rewarding consumer experience.

Performance of Constructed Facilities: Pavement Structural Evaluation of William P Hobby Airport in Houston, Texas

  • Kim, Sung-Hee;Jeong, Jin-Hoon;Kim, Nak-Seok
    • Journal of the Korean Society of Hazard Mitigation
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    • v.9 no.1
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    • pp.21-25
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    • 2009
  • The results of a recent case study for material characterizations and structural evaluation to design asphalt overlay thickness of William P Hobby airport in Houston, Texas are presented herein. The existing runway 12R-30L of Hobby airport consisted of thick asphalt overlay over Portland Cement Concrete (PCC) and the localized surface shoving as evident in the closure of surface groove has been observed recently. Using the field cored asphalt concrete mixtures, measurements of percent air voids, asphalt content and aggregate gradation were conducted to find out the causations of surface shoving and groove closure. The FAA layered elastic program, LEDFAA was utilized to evaluate pavement structural conditions for new asphalt overlay. Two different composition assumptions for existing pavement were made to evaluate the pavement as followings: 1) APC, Asphalt Concrete Overlay over PCC pavement and 2) AC, Asphalt Concrete pavement. Based on laboratory testing results, a ratio of percent passing #200 to asphalt content ranged 1.1 to 2.2, which is considered a high ratio and a tendency of tender mix design was observed. Thus, the localized surface shoving and groove closure of the runway 12R-30L could be attributed to the use of excessive fine contents and tender mix design. Based on the structural evaluation results, it was ascertained that the analysis assuming the pavement structure as AC pavement gives more realistic structural life when the asphalt overlay is thicker enough compared to PCC layer because the existing PCC pavement under asphalt overlay acts more like a high quality base material.