• Title/Summary/Keyword: leisure time constraints

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A Study on Understanding of Time Constraints and Time Management of Farmers (농업인의 시간제약과 시간관리에 관한 인식 분석)

  • Choi, Yoon-Ji;Gim, Gyung-Mee;Lee, Ji-Young
    • The Korean Journal of Community Living Science
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    • v.22 no.4
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    • pp.599-613
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    • 2011
  • This study aimed to provide an efficient time management scheme for farmers by analysing how they experience time constraints in spending their time and understand time management. Firstly, farmers found that they didn't have enough time for farm keeping as a result of house work obligations. It was caused by excessive time for agricultural work. Thus, 93.7% of respondents recognized that ‘they were pressed for time' because there is relatively less time to spend for socio-cultural and physiological matters. In addition, 83.0% responded that they felt the pressure of something. Respondents who were in forties reduced their sleeping hours due to lack of time. The majority of people who were in the farmhouse doing controlled horticulture cannot enjoy their own time for leisure owing to a lack of time. Secondly, respondents under thirty-nine years of age were solving the problems of time constraints as prioritizing matters, planning handling time and utilizing household instruments. On the other hand, respondents who were in forties found the solution by reflecting on their conduct toward a time consumption plan, self-evaluation and received help from their family and/or neighbors. A group of respondents who had already graduated from college or higher education often reflected on their conduct and self-evaluated. Respondants who participatied in farmhouse controlled horticulture, generally took turns in managing their house work. For reducing farmers' time constraints and managing their time efficiently, they should standardize matters done repeatedly and also manage time by dividing work among family members. Furthermore, if a long-term time scheme such as more than a month is established and practiced, time constraints may be somewhat solved.

Analysis of constraints about using for e-learning in Sports Class (전공체육 강의에서 e-러닝 활용의 제약 분석)

  • Choi, sung-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.410-414
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    • 2009
  • The purpose of this study was to analyze the constraints about using for e-learning in sports class. These class were leisure studies, swimming, soccer, tennis class as a core requirement and address of homepage was http://sunghun.ulsan.ac.kr. The research methods were deep interview, observation, and description of instructor. The results were as follows. First, constraints of students in e-learning were low skill of computer, problem of sharing information, lack of interaction. Second, constraints of instructor in e-learning were confusing of term, lack of recognition, lack of time and skill, considering of co-instructor, and burden of e-learning. Third, structural constraints in e-learning were administrative constraints and technical constraints.

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Leisure Performance and Leisure Satisfaction by Preference Leisure Performance in the Elderly: Comparison between Young-old and Old-old (노년기 선호여가 수행여부에 따른 여가수행도 및 여가만족도의 차이분석: 전기노인과 후기노인의 비교)

  • Woo, Ye-Shin;Park, Da-Sol;Shin, Ga-In;Park, Hae-Yeon
    • 한국노년학
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    • v.39 no.2
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    • pp.199-211
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    • 2019
  • The purpose of this study is to analyze leisure satisfaction and leisure performance according to whether elderly people are performing their preferred leisure activities. For the analysis, we used sample from the 6th (2015) panal data as Korean Retirement and Income Study(KReIS). The results of this study were as follows. First, the total data of 4,197 elderly (2,212 young-old and 1,985 old-old) were analyzed. As a result, weekday and weekend leisure time of the old-old (7.64 hours / 7.81 hours) than the young-old (6.83 hour / 7.39 hour) was increased and resting activites (over 70% of watching TV and listening to the radio) accounted for more than 80% of the both elderly leisure activities. Leisure performance were higher in old-old who did not perform preferred leisure activities during weekdays. Leisure performance on weekends was higher in old-old regardless of whether they had preferred leisure time. Average of leisure performance was high in both groups and they responded leisure satisfaction was moderate. In the case of need for leisure change, young-old was higher than oid-old regardless of preference leisure performance and day of the week. However, the responses of the both groups are closed to those that do not want to change. Based on the results of this study, it should be practiced such as develomenting program and introduction of health management system considering leisure constraints to improve leisure satisfaction and continuance of leisure activities for young-old and old-old. We also emphasize the need for a systematic survey scale that takes into account the qualitative aspects of leisure activities as well as the subjective factors influencing leisure participation.

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.

Factors influencing quality of life for individuals and Korean society: Indigenous psychological analysis across different generations (한국 사회와 개인 삶의 질 인식에 대한 토착심리 탐구: 삶의 질을 높이는 요소와 낮추는 요소에 대한 세대별 지각을 중심으로)

  • Youngshin Park;Uichol Kim
    • Korean Journal of Culture and Social Issue
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    • v.12 no.1
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    • pp.161-195
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    • 2006
  • The purpose of this study is to examine factors influencing quality of life for individuals in the family, school or workplace, leisure settings, and Korean society using the indigenous psychological analysis. A total of 3,406 participants, consisting of 1,331 elementary, middle, high school students and 2,075 parents and teacher, completed an open-ended questionnaire developed by Kim and Park (2004b). The respondents reported the factors that influence quality of life in Korean society as follows: Economic condition, collective effort, leisure and cultural life, harmonious interpersonal relationships, effective government policy, and educational attainment. The factors that reduce quality of life in Korean society are as follows: Economic uncertainty, political instability, lack of citizenry, ingroup favoritism, corruption, lack of facilities for leisure and social life, and overemphasis on educational achievement. Second, the factors that influence quality of life in the family are as follows: Harmonious family relations and financial security. For students relationship with friends and academic achievement are reported as important factors influencing quality of life at school. For adults, harmonious interpersonal relationship, financial factors and occupational achievement are reported as important factors influencing quality of life at the workplace. For leisure and social leisure life, financial security, leisure time and interpersonal relationships are reported as important factors influencing quality of life. Third, as for generational differences, students reported political instability and adults reported economic uncertainty as the most important factor reducing quality of life in Korean society. For family life, students reported conflicts among family members and adults reported financial constraints as the most important factor reducing quality of life. For leisure and social life, students reported lack of leisure time and adults reported financial constraints as the most important factor reducing quality of life. Fourth, for students the following characteristics were associated with higher quality of life: Higher socio-economic status of the family, younger, and higher academic achievement. For adults, the following characteristics were associated with higher quality of life: Higher socio-economic status of the family and greater achievement their social life. Implications of these results on the quality of life in Korea, focusing on human relationship, financial factors, self-regulation and educational achievement are discussed.

Development of a Virtual Cyber-Tour System in the Virtual Reality Environment

  • Jongchel Yoo;Yongbem Kim;MyongKyu Park
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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    • pp.177-180
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    • 2000
  • This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.

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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.

Personalized Itinerary Recommendation System based on Stay Time (체류시간을 고려한 여행 일정 추천 시스템)

  • Park, Sehwa;Park, Seog
    • KIISE Transactions on Computing Practices
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    • v.22 no.1
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    • pp.38-43
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    • 2016
  • Recent developments regarding transportation technology have positioned travel as a major leisure activity; however, trip-itinerary planning remains a challenging task for tourists due to the need to select Points of Interest (POI) for visits to unfamiliar cities. Meanwhile, due to the GPS functions on mobile devices such as smartphones and tablet PCs, it is now possible to collect a user's position in real time. Based on these circumstances, our research on an automatic itinerary-planning system to simplify the trip-planning process was conducted briskly. The existing studies that include research on itinerary schedules focus on an identification of the shortest path in consideration of cost and time constraints, or a recommendation of the most-popular travel route in the destination area; therefore, we propose a personalized itinerary-recommendation system for which the stay-time preference of the individual user is considered as part of the personalized service.