• Title/Summary/Keyword: Leisure experience

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How to Boost Workers' Motivation in the Supply Chain based on the Difference between Wholesale and Retail Market

  • Jae-Hyung LEE
    • Journal of Distribution Science
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    • v.21 no.5
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    • pp.83-91
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    • 2023
  • Purpose: Increasing their motivation and job satisfaction, employees in the distribution channel may be better able to interact with consumers and provide a more satisfying experience. Thus, increasing employee engagement in the supply chain necessitates a complex strategy considering the distinctive features of wholesale and retail markets. This study investigates how to boost employees' motivation in the supply chain based on the difference between wholesale and retail market. Research design, data, and methodology: The prior study analysis is a useful tool to take a look at relevant previous works via a significant screening and selecting strategy. The Key words based on the topic of the research have used, such as 'Employee Motivation', 'Supply Chain', 'Wholesale' and 'Retail' worker. Results: The findings of this research strongly indicates that motivating employees is essential for the efficient operation of supply chain activities as they continue to expand and become more complicated. The supply chain's two main segments are the wholesale and retail markets, each with distinct characteristics. Conclusions: This research focused exclusively on the factors that motivate supply chain workers, ignoring job satisfaction, corporate culture, and managerial style, which may affect employee motivation. These factors also have the potential to impact employee motivation and should be considered in subsequent research.

A Study of the Perception of the School Libraries in the Rural Area (농산어촌지역의 학교도서관 인식에 대한 연구)

  • Kwak, Chul-Wan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.18 no.2
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    • pp.183-202
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    • 2007
  • The purpose of this study is to investigate the perception of the school libraries from the teachers who work for the school libraries in rural area. Data were collected by survey and interview. The results shows that the role of school libraries is the place of reading instruction and leisure. Students can expand their experience for social life through using information media. Also, it is emphasized that the school libraries in the rural area should have the role of cultural place with local residents. Finally, the study provides several programs: flexible library scheduling, academic achievement programs, liberal art programs, and cultural place programs.

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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A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games (게임 이용자의 환경이 게임 이용 및 과몰입에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.63-76
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    • 2015
  • The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.

Research on the degree and experience of dental hygienists musculoskeletal symptoms (일부지역 치과위생사의 근골격계 자각증상 인지 정도 및 경험에 대한 연구)

  • Park, Jeong-Ran;Han, Dong-Wook
    • Journal of Korean society of Dental Hygiene
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    • v.9 no.1
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    • pp.141-151
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    • 2009
  • Cognitive degree of musculoskeletal symptoms and existence (or non-existence) of experience was conducted following dental hygienists' health habits, heath state and working environment targeting dental hygienists who were working for the dental clinics in Masan-si, Changwon-si and Jinhae-si in Gyeongsangnam-do for one year or more. The research findings were as follows. 1. Cognitive degree of musculoskeletal symptom following general characteristics was the highest among the subjects who were 40 years old or above. 2. As for the education level, cognitive degree of musculoskeletal symptoms was high while prevalence was low, which were statistically significant when the education level was higher. 3. Cognitive degree of musculoskeletal symptom was high when the subjects exercised, and cognitive degree of musculoskeletal symptom and prevalence were significantly high when they are engaged in leisure activities or hobbies. 4. Prevalence of musculoskeletal symptoms was statistically high if they are afflicted with disease, if they feel burdened by their job, if they suffer from considerable physical fatigue, if they feel chronic fatigue or if they feel that their health state is poor. 5. Cognitive degree of musculoskeletal symptom and prevalence were higher, which was statistically significant, when the number of years worked was higher. 6. Cognitive degree of musculoskeletal symptom was higher, but prevalence was lower when the time that they were seated was longer. This research demonstrated that the musculoskeletal disorders related to their job that afflicts the dental hygienists is not caused by one element, but it is possible to see that the musculoskeletal disorders results from the interaction of the diverse elements that are interrelated such as the subjects' characteristics and health habits and heath state, working environment and so forth including inappropriate work related movements. To this, dental hygienists need to improve their health habits so that they can form proper health habits that will ensure health in every day life on their own with the improvement of their every day life habit and positive self-evaluation to act on the health promotion behaviors, education and publicity, and measures to prevent and to manage musculoskeletal disorders in overall need to bepursued after in an active manner.

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A Comparative Study on Evacuation Behavior Characteristics of Trainees according to Experience Level on board a Training Ship (운항실습선 교육생의 승선 숙련도에 따른 피난행동특성 비교분석)

  • Hwang, Kwang-Il;Lee, Yun-Sok
    • Journal of Navigation and Port Research
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    • v.38 no.3
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    • pp.233-238
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    • 2014
  • With the increasing needs on various leisure activities, the users of passenger ships and cruisers have been increased year by year. Although over 15 accidents per year betide on domestic passenger ships for last decade, the researches on the safety of crews and guests on boards are difficult to find. This study performed the comparative analysis by experiments on the evacuation characteristics between experience levels on board a training ship. The followings are the results. From the seniors' experiments, it is found that more various evacuation scenarios have to develope and drill as a part of education contents. And from the freshmen's trials, the importances of the evacuation education and the roles of existing crews on evacuation guides are pointed out as to increase the safety of new crews and/or guests who are not accustomed to onboard a ship. On the other, it is explained that the communications between evacuees are worthy and useful, and also save more evacuation times. And on the viewpoint of evacuation methodology, it is clear that captain and evacuation-related crews have to control all the evacuation passages and evacuees of each passages to save more lives.

An Exploration of the Direction of Gifted Education through Deep Interview of Socially Succeeded People (성공적인 성취자의 심층 면담을 통한 영재교육의 방향성 탐색)

  • Park, Kyungbin;Lee, Jaeho;Park, Myungsoon;Lee, Sunyoung;Chun, Miran;Ryu, Jiyoung;Ahn, Seonghun;Byun, Soonhwa
    • Journal of Gifted/Talented Education
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    • v.25 no.2
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    • pp.217-236
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    • 2015
  • The purpose of this study was to investigate factors that affected achievement of socially succeeded people, and to draw ways to improve gifted education. To do this, we interviewed 60 achievers. The interview was administrated as semi-structured deep interview about 6 areas - education, major, family and parent, personal relationship, leisure time activity, achievement and motivation of success. The results showed that achievers were active students during their school days. They thought differentiated education and student-centered lessons are important. Many achievers answered they do not have any personal mentee, and decision of majors and education should be matched with the perception of one's potential and interest. Exercises, music, and reading books were strongly suggested as leisure time activities, and the key inner factors for success were curiosity and self-confidence. Beneficiaries of gifted education perceived their experience of gifted education had a positive influence on their achievement. Based on the these results, ways to improve gifted education were discussed.

What is the Appropriate Kettlebell Mass for a Kettlebell Swing? (케틀벨 스윙 시 적당한 케틀벨의 무게는 얼마일까?)

  • Kim, Bo Kyeong;Thau, Dao Van;Yoon, Sukhoon
    • Korean Journal of Applied Biomechanics
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    • v.31 no.4
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    • pp.308-313
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    • 2021
  • Objective: The purpose of this study was to investigate the effect of different kettlebell mass (30%, 40%, and 50% of the body mass) on kinematics and kinetic variables of kettlebell swing. Method: Total of 16 healthy male who had at least 1 year of kettlebell training experience were participated in this study (age: 31.69 ± 3.46 yrd., height: 173.38 ± 4.84 cm, body mass: 74.53 ± 6.45 kg). In this study, a 13-segments whole-body model (upper trunk, lower trunk, pelvis, both side of forearm, upperarm, thigh, and shank) was used and 26 reflective markers were attached to the body to identify the segments during the movement. A 3-dimensional motion analysis with 8 infrared cameras and 4 channeled EMG was performed to find the effect of kettlebell mass on its swing. To verify the kettlebell mass effect, a one-way ANOVA with a repeated measure was used and the statistical significance level was set at 𝛼=.05. Results: Firstly, in all lower extremity joints and thoracic vertebrae, a statistically significant change in angle was shown according to an increase in kettlebell mass during kettlebell swing (p<.05). Secondly, in both the up-swing and down-swing phases, the knee joint and ankle joint ROM showed a statistically significant increase as the kettlebell mass increased (p<.05) but no statistically significant difference was found in the hip joint and thoracic spine (p>.05). Lastly, the hamstrings muscle activity was statistically significantly increased as the kettlebell mass increased during up-swing phases (p<.05). Also, as the kettlebell mass increased in P4 of the down swing phase, the gluteus maximus showed a statistically significantly increased muscle activation, whereas the rectus femoris showed a statistically significantly decreased muscle activation (p <.05). Conclusion: As a result of this study, hip extension decreased and knee extension increased at 40% and 50% of body mass, and the spine also failed to maintain neutrality and increased flexion. Also, when kettlebell swings are performed with 50% of body mass, synergistic muscle dominance appears over 30% and 40% of body mass, which is judged to have a risk of potential injury. Therefore, it is thought that for beginners who start kettlebell exercise, swing practice should be performed with 30% of body mass. In addition, even in the case of experienced seniors, as the weight increases, the potential injury risk may increase, so it is thought that caution should be exercised when performing swings with 40% and 50% of body mass. In conclusion, it is thought that increasing the weight after sufficiently training with 30% of the weight of all subjects performing kettlebell swing is a way to maximize the exercise effect as well as prevent injury.

Overview of the Korean Marine Industry and VPP Analysis of a 28ft Sailing Yacht (대한민국의 해양 레저 시장 및 28ft급 세일요트의 VPP 성능해석 연구)

  • Yeongmin Park;Hoyun Jang;Minsu Kang
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.30 no.4
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    • pp.365-372
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    • 2024
  • The South Korean marine industry is emerging as a significant market, driven by the growing popularity of various water leisure activities, including sailing. This trend suggests a rising demand for sailing yachts. Consequently, since 2022, the design and development of a 28ft sailing yacht have been ongoing, supported by the government and the Ministry of Oceans and Fisheries, to promote yachting culture in South Korea. The Velocity Prediction Program (VPP) analysis was conducted using WinDesign during the preliminary design stage to evaluate performance and determine design parameters. The hydrodynamic model used for this vessel is based on regression methods developed from years of experience in naval architecture and yacht research at the Wolfson Unit, providing reliable estimates for most modern yachts. However, owing to the lack of specific hydrodynamic data from towing tank tests or CFD numerical analysis, verification of the hydrodynamic model has faced some challenges. Additionally, an incomplete weight estimate resulted in variable VCG values, potentially affecting stability and overall performance. The optimal boat speed for this vessel was determined at true wind speeds (TWS) of 4, 8, 12, 16, and 20 knots, using both the jib (up to 120° TWA) and the spinnaker (from 80° TWA). The optimized speed of the yacht was found to be comparable to that of international similar-class yachts.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.