• Title/Summary/Keyword: Leisure Activities

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An Exploratory Study of Information Seeking Behavior of Generation Alpha Elementary School Students in Academic and Everyday Life (알파세대 초등학생의 학업 및 일상생활에서의 정보추구행태에 관한 연구)

  • InBeom Hwang;JungWon Yoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.25-45
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    • 2024
  • This study aims to understand the everyday information-seeking behaviors of Alpha-generation elementary school students. A survey was conducted among 4th to 6th grade students to investigate their information needs in daily life, the sources they use to fulfill these needs and the reasons for their choices, the barriers they encounter during the information search process, and their satisfaction and trust in the information obtained. The results indicate that Alpha generation elementary students most frequently use video platforms and have the highest information needs related to hobbies and leisure activities. The main reasons for choosing information sources were familiarity and convenience. Differences based on demographic characteristics and media literacy education were also analyzed. There were significant differences in information-seeking behavior based on gender. Also, students who had received media literacy education experienced fewer difficulties in the information acquisition process compared to those who had not. The findings of this study are expected to provide valuable data for developing information services and media literacy education directions for the Alpha generation in school settings.

The research on enhance the reinforcement of marine crime and accident using geographical profiling (지리적 프로파일링을 활용한 해양 범죄 및 해양사고 대응력 강화에 관한 연구)

  • Soon, Gil-Tae
    • Korean Security Journal
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    • no.48
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    • pp.147-176
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    • 2016
  • Korean Peninsula is surrounded by ocean on three sides. Because of this geographical quality over 97% of export and import volumes are exchange by sea. Foreign ship and international passenger vessels carries foreign tourist and globalization and internationalization increases this trends. Leisure population grows with national income increase and interest of ocean. And accidents and incidents rates are also increases. Korea Coast Guard's jurisdiction area is 4.5 times bigger than our country. The length of coastline is 14,963km including islands. One patrol vessel is responsible for 24,068km and one coast guard substation is responsible for 94km. Efficient patrol activities can not be provided. This research focus on this problem. Analyze the status and trends of maritime crime and suggest efficient patrol activities. To deal with increasing maritime crime rate this study suggest to use geographical profile method which developed early 1900s in USA. This geographical profile analyse the spatial characteristic and mapping this result. With this result potential crime zone can be predicted. One of the result is hot spot management which gives data about habitual crime zone. In Korea National Police Agency adopt this method in 2008 and apply on patrol and crime prevention activity by analysis of different criteria. Korea National Police Agency analyse the crime rate with crime type, crime zone and potential crime zone, and hourly, regionally criteria. Korea Coast Guard need to adopt this method and apply on maritime to make maritime crime map, which shows type of crime with regional, periodical result. With this geographical profiling we can set a Criminal Point which shows the place where the crime often occurs. The Criminal Points are set with the data of numerous rates such as homicide, robbery, burglary, missing, collision which happened in ocean. Set this crime as the major crime and manage the data more thoroughly. I expect to enhance the reinforcement of marine crime using this Criminal Points. Because this points will give us efficient way to prevent the maritime crime by placing the patrol vessel where they needed most.

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Effect of Satisfaction in Neighborhood Park Environments on Physical Activity and Health - The Case of Seongsan-gu and Uichang-gu in Changwon City - (근린공원 환경의 만족도가 신체활동과 건강에 미치는 영향 - 창원시 성산구와 의창구를 대상으로 -)

  • Park, Kyung-Hun;Lee, Woo-Sung;Kim, Tae-Hwan;Kim, Eun-Jung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.3
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    • pp.64-75
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    • 2014
  • The purpose of this study is to analyze the effects of satisfaction in neighborhood park environments located in the Changwon-si of Gyeongsangnam-do, South Korea, on physical activity, the number of parks used for health improvement, and health levels based on Body Mass Index(BMI). Accordingly, a survey was conducted of 429 nearby residents and users of eight neighborhood parks located in urban areas of Seongsan-gu and Uichang-gu in the Changwon-si. The correlation between the environmental perception of neighborhood parks and physical activity and health, which was observed in the survey results, was analyzed using one-by-one linear regression analysis. By summarizing the study results, it was found that the primary reasons for avoiding park use were lack of time, time and effort required to reach the park(i.e., distance from the park), and lack of facilities within the park. Conversely, the primary reasons for using the park included accessibility, walking or strolling, leisure facilities, trees or shade, and diversity in exercise areas. In the case of park users, walking or strolling was the most common activity in the park. On average, park users walked to the parks for 10 minutes and exercised for an hour at least twice per week. With respect to the physical environment of the parks and surrounding areas, park users showed a high level of satisfaction with the distance between their houses and parks and the street environment. On the contrary, they exhibited low levels of satisfaction with water spaces and sightseeing within the parks. Subsequently, it was shown that the number of people using the parks for physical activities and health improvement was positively influenced(within a 5% significance level) by the intent to use the park for exercise, time spent in the park, satisfaction with park use and health improvement, distance to the park, and the convenience of using the park for the elderly. However, only the health improvement gained from park use was found to exhibit a correlation with BMI at the 10% significance level. Continuous accumulation of practical case studies on physical activities in parks and their health improvement effects is required. Through this, park spaces that are under the threat of reduction or elimination owing to various development plans can be conserved and expanded. Furthermore, such case studies can be used to provide data as the basis for deriving park plans and designs that improve parks' functions as sites of physical activity and health improvement.

Spatial problems of Korea -A delphi survey- (國土管理의 方向定立을 위한 國土診斷 -專門家 集團의 問題意識을 中心으로-)

  • Kim, Inn;Yu, Woo-Ik;Huh, Woo-Kung;Park, Young-Han;Park, Sam-Ock;Yu, Keun-bae;Choi, Byung-Seon
    • Journal of the Korean Geographical Society
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    • v.29 no.1
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    • pp.16-38
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    • 1994
  • The spatial structure of Korea has been changed drastically during the second half of this century. The events such as the Korean War and the resultant division of the Korean Peninsular into two Koreas, rapid industrialization and urbanization are the major causes among others for the spatial changes of the nation. The changes in turn have spawned a number of spatial problems. It is time, we argue, to diagnose how much the nation is now ill-structured, and to discuss of which directions the long-term spatial management be reoriented. A delphi survey was conducted during the early 1993 to fulfill such research needs. Questionnaires were distributed among geographers, planners, and high governmental officials throughout the nation. These 'experts of spatial problems' were requested to evaluate the past spatial policies and strategies, and to identify spatial and environmental problems at the national, regional and local levels. The survey included questions with regard to the spatial problems in North Korea too. A complementary literature survey in the fields of spatial sciences was accomplished as well in order to identify the major research interests and issues with regard to the nations's spatial structure. The delphi survey results indicatee that the present spatial structure: in relation to consumption, housing and economic activities is satisfactory in overall, while rather poor in terms of education, leisure and community activities. Most of the experts consider infrastructural improvements are urgent in the areas of roads, waste disposal facilitles, railroads, harbors, water supply and drainage systems. The over-concentration of economic, social and political function in the Seoul Metropolitan Region is perceived to be the most serious spatial problem in Korea. The long-term solutions suggested are strategies toward a more balanced regional development as well as toward a cleaner environment. The concensus among the experts for the short-term solution is the redistribution of population and industries from the Seoul Metropolitan Region to the intermediate and small cities. The land use policies and concurrent large-scale infrastructural projects are evaluated largely pertinent and desirable in general. It is, however, suggested that development projects be conducted in a more harmonious way with environment. The survey respondents suggest that the present environmental management policies should be reexamined critically. With regard to regional and local problems, transportation and pollutions are thought to be most serious in the Seoul Metropolitan Region, while employment opportunities, and information, education and health care services are most deprived in small cities and rural areas. The majority of the experts consider a city size of 250, 000-500, 000 population is desirable to live within. Respondents beileve that North Korea's physical environment is still not aggravated much whereas its infrastructural provisions are largely pool. The co-authors of this research figure a "environmentaly sound and spatially balanced Korean Penninsular" as the ideal type of spatial structure in Korea. The basic guidelines toward this ideal prototype are suggested: the recovery of spetial integrity, progressive restructuring of the nation, land uses geared to public welfare rather than private interests, and eco-humanistic approach in spatial policies.

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A Study on the Design Guidelines of Healing Landscape in Housing Complexes (공동주택에서 치유조경계획을 위한 가이드라인 연구)

  • Chun, Hyunwoo;Lee, Shiyoung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.26-37
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    • 2016
  • As activities and convenience of residents in outdoor spaces in apartment houses have been considered important, strategies for making outdoor spaces in apartment houses healing spaces have emerged as a major interest. The purpose of this study is to draw elements for planning healing to create healing spaces in collective housing areas and to present design guidelines. The findings of this study are as follows. Functional elements of a healing environment were classified into safe environment, therapeutic environment, ancillary environment, orientation-reinforcing environment, amenities, and social environment. Outdoor spaces in collective housing areas were divided into collective housing entrance areas, internal and external spread areas, outdoor activity areas, and areas by theme. First, collective housing entrance areas should be planned in such a manner that residents can feel the area is private and easy to recognize. Second, internal and external spread areas should be planned in such a manner that they are easy to access and communicate with neighbors. Third, outdoor activity areas should be divided into an open space, resting space, playing space, and sports space. Open spaces should be planned in such a manner that they can command a fine view and respect the privacy of nearby residents. Resting spaces should be equipped with a shelter that protects users from direct sunlight, rain, and snow as well as include a movable bench. Playing spaces should be built considering development of children's curiosity, adventurous spirit, character, stimulation, and physical health. Playing spaces should be designed in such a manner that roadways and sidewalks can be separated for safe traffic. Sport spaces should be planned in such a manner that they can be associated with a pavilion and trail that provide residents with an opportunity to communicate with each other and rest. Fourth, spaces by theme are classified into sense garden, therapeutic garden, experiential garden, and learning garden. Sense gardens are a small garden based on the five senses. Sense gardens should be designed in such a manner that they can improve users' mental and physical health through programs that stimulate the sense of sight, auditory sense, and olfactory sense. Therapeutic gardens should be designed in such a manner that they can provide a comfortable and relaxing space by minimizing noise. It is advisable for therapeutic gardens to be equipped with a medicinal herb garden, meditation garden, and sense garden. Experiential and learning gardens should be designed in such a manner that they can provide users with a space in which they can enjoy nature and leisure activities. It is advisable for experiential and learning gardens to be equipped with a tea garden, vegetable garden, and camping garden. Healing programs should be designed in such a manner that users can feel relaxed by providing a healing environment, making the most of the natural environment. Further research on evaluating whether the findings of this study are effective in healing in a qualitative and quantitative manner is needed.

Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
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    • v.9
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    • pp.37-66
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    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

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Study on Tourism Demand Forecast and Influencing Factors in Busan Metropolitan City (부산 연안도시 관광수요 예측과 영향요인에 관한 연구)

  • Kyu Won Hwang;Sung Mo Nam;Ah Reum Jang;Moon Suk Lee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.7
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    • pp.915-929
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    • 2023
  • Improvements in people's quality of life, diversification of leisure activities, and changes in population structure have led to an increase in the demand for tourism and an expansion of the diversification of tourism activities. In particular, for coastal cities where land and marine tourism elements coexist, various factors influence their tourism demands. Tourism requires the construction of infrastructure and content development according to the demand at the tourist destination. This study aims to improve the prediction accuracy and explore influencing factors through time series analysis of tourism scale using agent-based data. Basic local governments in the Busan area were examined, and the data used were the number of tourists and the amount of tourism consumption on a monthly basis. The univariate time series analysis, which is a deterministic model, was used along with the SARIMAX analysis to identify the influencing factor. The tourism consumption propensity, focusing on the consumption amount according to business types and the amount of mentions on SNS, was set as the influencing factor. The difference in accuracy (RMSE standard) between the time series models that did and did not consider COVID-19 was found to be very wide, ranging from 1.8 times to 32.7 times by region. Additionally, considering the influencing factor, the tourism consumption business type and SNS trends were found to significantly impact the number of tourists and the amount of tourism consumption. Therefore, to predict future demand, external influences as well as the tourists' consumption tendencies and interests in terms of local tourism must be considered. This study aimed to predict future tourism demand in a coastal city such as Busan and identify factors affecting tourism scale, thereby contributing to policy decision-making to prepare tourism demand in consideration of government tourism policies and tourism trends.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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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.

Korean Ocean Forecasting System: Present and Future (한국의 해양예측, 오늘과 내일)

  • Kim, Young Ho;Choi, Byoung-Ju;Lee, Jun-Soo;Byun, Do-Seong;Kang, Kiryong;Kim, Young-Gyu;Cho, Yang-Ki
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.18 no.2
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    • pp.89-103
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    • 2013
  • National demands for the ocean forecasting system have been increased to support economic activity and national safety including search and rescue, maritime defense, fisheries, port management, leisure activities and marine transportation. Further, the ocean forecasting has been regarded as one of the key components to improve the weather and climate forecasting. Due to the national demands as well as improvement of the technology, the ocean forecasting systems have been established among advanced countries since late 1990. Global Ocean Data Assimilation Experiment (GODAE) significantly contributed to the achievement and world-wide spreading of ocean forecasting systems. Four stages of GODAE were summarized. Goal, vision, development history and research on ocean forecasting system of the advanced countries such as USA, France, UK, Italy, Norway, Australia, Japan, China, who operationally use the systems, were examined and compared. Strategies of the successfully established ocean forecasting systems can be summarized as follows: First, concentration of the national ability is required to establish successful operational ocean forecasting system. Second, newly developed technologies were shared with other countries and they achieved mutual and cooperative development through the international program. Third, each participating organization has devoted to its own task according to its role. In Korean society, demands on the ocean forecasting system have been also extended. Present status on development of the ocean forecasting system and long-term plan of KMA (Korea Meteorological Administration), KHOA (Korea Hydrographic and Oceanographic Administration), NFRDI (National Fisheries Research & Development Institute), ADD (Agency for Defense Development) were surveyed. From the history of the pre-established systems in other countries, the cooperation among the relevant Korean organizations is essential to establish the accurate and successful ocean forecasting system, and they can form a consortium. Through the cooperation, we can (1) set up high-quality ocean forecasting models and systems, (2) efficiently invest and distribute financial resources without duplicate investment, (3) overcome lack of manpower for the development. At present stage, it is strongly requested to concentrate national resources on developing a large-scale operational Korea Ocean Forecasting System which can produce open boundary and initial conditions for local ocean and climate forecasting models. Once the system is established, each organization can modify the system for its own specialized purpose. In addition, we can contribute to the international ocean prediction community.