• Title/Summary/Keyword: Leisure policy

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Analysis on the Degree of Preference and Participation in Leisure Sports : PPA Based on Priorities for Financial Investment (정책투자우선순위 도출을 위한 레저스포츠 선호도와 참여도 분석)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Jin, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.407-415
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by purposive sampling method. Using SPSSWIN 16.0, I analyzed the collected data by reliability analysis, paired sample t-test, PPA(preference performance analysis) method. The conclusion is the following. First, the first quadrant showed wind surfing, skins-cuba, water-ski, and yacht, and as a result of this, it is necessary to improve the degree of participation in this field, the second quadrant showed golf, racketball snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance, the third quadrant, showed water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. Sencondly, the degree of preference and participation in leisure sport activicties acording to socio demographic characteristics differentiate.

A Study on the Development and Activation of Marina Port for the Expansion of the Marine Leisure Sports (해양레포츠 확산을 위한 마리나항만 개발과 활성화 전략)

  • Kim, Hong-Seop
    • Journal of Korea Port Economic Association
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    • v.29 no.1
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    • pp.215-245
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    • 2013
  • In this world, the interest in the marine leisure-sports, nature friendly oriented, has been increased. The width of leisure activities has became enlarged because of expansion of leisure time and the changes of recognition on the rational management and use of marine resources. Marina ports influence significantly marine leports and this paper reviewed the maria ports status and problems. This Country has strived to develop marina ports in local areas, designing the 1st basic National Plan of Marina Development. We have keen interest in Marina but have no detail strategy and preparation. This paper suggested how marina port shall be developed for the expansion of marine leports and what strategies shall be adopted for the activation of the facilities. After reviewing the previous researches and with the results of questionnaire survey, this paper suggested two types strategies. First on the policy oriented point, it suggested 10 alternatives on the perspectives of development and operation areas. Secondly, it proposed some strategies for the activation of marina ports on the aspects of 4Ps of marketing. This paper theoretically groped the activation schemes with the knowledge and experiences of experts, but it is recommended furthermore some survey on the practical field and user attitude must be progressed.

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

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

Constraints of Visit to Community Park - Focused on the TaeJon City's Community Park (도시 근린공원의 방문제약 요인 - 대전광역시를 대상으로 -)

  • 이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.1
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    • pp.23-32
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    • 2004
  • This study aims to examine constraints on visits to urban community parks and to find ways to elevate the efficient use of parks. To achieve this, the study relied on empirical study method and the descriptive method; additionally, present condition survey was performed with a user interview, on the assumption that a park visit is a form of leisure. As a result, the item of 'insufficient lighting facilities' shows the highest mean and the item of 'low quality of park' follows Previous research also revealed that the item of 'the lack of lighting facilities' is a major factor on user dissatisfaction, so a design and management program for night time users are fully researched and elaborately accomplished. Also, the high response of 'low quality of park' shows that the park supply policy in Korea focusses mainly on quantity so far, and it shows that user's dissatisfaction for park facilities becomes one of the major constraints of park visit. The factor analysis, on the object of 35 items except 2 items, appeared 5 factors: accessibility, inner discord, companion, family matters, park-itself-matters. Oneway Anova test showed that 4 factors except 'park-itself-matters' have reliable difference in constraint cognition by age and education. The visit constraint of 'park-itself-matters' did not appear different by any personal characteristics. Without regard to personal characteristics, it is regarded that this factor has the greatest effect upon park visits. In general, people who are disadvantaged strongly cognize constraints even in leisure such as a park visit, which is a simple and inexpensive leisure activity. Therefore, a park like a pocket park, which is small but located in a neighborhood, is more needed than a central park like a symbolic and huge park in every new city. Careful concern for night activity should be accomplished in the planning process.

A Study of Satisfaction with the children of multi-cultural family through Taekwondo program (태권도 교육 프로그램을 통한 다문화가정 자녀들의 만족도 연구)

  • An, Sang-Yun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.535-543
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    • 2017
  • This study aimed to improve the satisfaction of multi-cultural children by encouraging their participation in healthy exercises, and confirm the level of changes in their school life, the satisfaction with happiness. In order to achieve this purpose, dividing the participants in this program into an experimental group of 20 who participate in taekwondo training program and a comparison group of 20 who do not do sports activity, the study was conducted with a binary mixed design by three repeated measures by group. The conclusions made through these measures were as follows: According to the measurement time between the experimental group who participated in taekwondo training program and the comparison group who did not do sports activity, there were differences in changes in satisfaction of school life, leisure satisfaction, and satisfaction with happiness. Namely, the change in the experimental group was more than that of the comparison group. In conclusion, for multi-cultural children, it can be assessed that as the duration of participation in the taekwondo training program increases, the effect was clear, and it was found that satisfaction of school life, leisure satisfaction, and happiness satisfaction have changed statistically and significantly.

A Comparative Study of Time Use Differences between Korean and American High School Students (한국과 미국 고등학생의 생활시간에 대한 비교 연구)

  • Kim, Oi-Sook;Park, Eun-Jung
    • Journal of Families and Better Life
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    • v.30 no.4
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    • pp.119-132
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    • 2012
  • The purpose of this study was to investigate the differences in time use between Korean and American high school students. The data sources were the '2009 Time Use Survey' conducted by Korea National Statistical Office and the '2009 ATUS (American Time Use Survey)' conducted by Labor Statistics Division in the U.S.. 1,734 Korean diaries (1,311 on weekdays and 423 on Sundays) and 321 American diaries (208 on weekdays and 113 on Sundays) from high school students of 15 to 18 years of age were analyzed. Descriptive statistics and t-test were used for the statistical analysis. The time use patterns of Korean students on weekdays and Sundays were different than those of their American counterparts. On weekdays and Sundays, the sleeping time of Korean students was 2 hours less than the time of their American counterparts. Koreans studied more, nearly double the time of their American counterparts on weekdays and five times more on Sundays. The study-oriented time allocation of Korean students resulted in less leisure time than the American students. Korean students spent their leisure time of more than 30 minutes participating in social activities, media, and hobbies, and their time allocation to volunteer work and religious activities were nil. On Sundays, the time for studying by Korean students was more than five times longer than that spending by their American counterparts. Koreans used their leisure time of 6 hours and 47 minutes mainly for media, hobbies and social activities. The participation rate of volunteering by Korean students was only 0.5%, though it was 31.0% for the Americans. For a study-life balance for Korean students, it was recommended that trends toward time management and social policy should increase the time allocation to sleeping, housework, work, sports, and volunteering and decrease the time use in studying and hobbies.

The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students (남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구)

  • Kwon, Jin;Park, Jee-Eun;Oh, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.75-86
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    • 2016
  • The aim of this study was to compare the factors influencing internet game addiction among middle and high school boys. The data was analysed from "Survey on the Online and Game and Family Leisure Activities of Youth and Children in 2009" conducted by the Korean Youth Policy Institute. According to the results, the average time on the weekends and average time on the holidays, and the leisure constraints had a significant effect on the internet game addiction both groups. On the other hand, there were significant differences in the communication with parents between middle and high school boys. Accordingly, this study suggests a preventive internet game addiction program be developed. In addition, it is important to improve efficient communication skills between children and parents.

Mother's Perceived Infant Smartphone Over-immersion Prediction Model: Data Mining Decision Tree Analysis (어머니가 지각한 유아의 스마트폰 과의존 예측모형 탐색: 데이터마이닝 의사결정나무 분석 활용)

  • Jung, Ji-Sook;Oh, Jung-A
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.97-105
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    • 2020
  • This study was to identify the main predictors of smartphone overdependece of infants perceived by mothers and to provide basic data useful for education and practice. For this, data-mining decision tree analysis was performed using SPSS program, and the fianl 410 researches were used for analysis. The results. In the case of the whole infants, the most important predictor of smartphone dependence was father's leisure activity parenting participation. For boys, their father's leisure activity was the most dependent on their smartphone dependence. However, even if father's participation in leisure activities was high, smartphone overdependence increased again when mother's overprotection and permissive attitude were high. Finally, For girls, the most influential variable on smartphone dependence was warmth and encouragement among mothers' parenting attitudes.

A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

The Relationship between Supervision and Job Burnout of Workers in Leisure Welfare Centers for the Elderly: Mediation Effect of Self-efficacy (노인여가복지시설 종사자의 슈퍼비전과 직무소진의 관계에서 자아효능감의 매개효과)

  • Lee, Byoung-Rock
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.661-666
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    • 2022
  • This study verified the influence of supervision on job burnout and mediating effect of self-efficacy of workers in leisure welfare centers for the elderly. A survey of 275 employees of 15 facilities of Daejeon and Chungnam area was conducted. Main analysis methods are confirmatory factor analysis and structural equation model analysis. The analysis result is that supervision influences job burnout and mediating effect of self-efficacy is proved. Considering the analysis result, some countermeasures can be proposed to alleviate the job burnout. For improving the supervision of workers, the strengthening of educational and evaluational supervision, the provision of education and training for supervisors and individualized supervision, and the inclusion of supervision in facility evaluation are necessary. To improve employees' self-efficacy, it is necessary to provide capacity-building programs and emotional support services, education and administrative support for improving ethical awareness, and self-leadership.