• Title/Summary/Keyword: 여가스포츠 활동

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The Effect of 40-hour Work Week System on Leisure Life of Workers (주 40시간 근무제가 노동자 여가생활에 미친 영향)

  • Kim, Yoo-Sun
    • Korean Journal of Labor Studies
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    • v.17 no.1
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    • pp.37-70
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    • 2011
  • The 40-hour work week system has brought positive impact on shortening working hours, eliminating long-time work, increasing leisure-time with family, etc. And this has brought about an increase in leisure-life satisfaction and happiness level. The type of leisure activities has changed from passive activities such as rest to active activities such as sports, tourism. And the 40-hour work week system has positive impact on social activities such as participation in volunteer work and, club activities. Thus all efforts need to be made to establish 40-hour work week system as soon as possible in all workplace. Firstly, 40-hour work week system needs to be introduced to every workplace with less than 5 persons, enlarge 5-day school week system into every primary and secondary school, and create conditions for positive leisure activities. Secondly, labor standards supervision and administration needs to be strengthened to eliminate long-time work over 52 hours per week, below-minimum wage work.

Another Challenge to Conservative Sports: Conflicts and Responses of Women Baseball Players (보수적 스포츠에의 또 다른 도전 : 여성야구인들의 갈등과 대응)

  • Kim, In-hyung
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.81-93
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    • 2016
  • This study was aimed to analyze experiences of conflicts that women confront by participating in a conservative sport, baseball, and to figure out how they cope with these conflicts. In this respect, in-depth interviews were performed targeting 18 women who have been participating in a team registered in Women's Baseball Association for more than 1 year. Interview data went through classification of meaning and an analysis process of conceptualization and led to the following conclusion. First, the women's conflicts from their participation in baseball activities were revealed as the conflict between workplace and leisure activity, the conflict between significant others and leisure activity(objection by family and severance of interpersonal relations), and the conflict between sociocultural prejudice and leisure activity. Second, female baseball participants' strategies to cope with conflict situations were classified as making a group of supporters by persuasion and negotiation, active strategies(my own way and priority of life), and evasive measure(telling lies and avoidance of conflicts).

The Effect of the Healthy Lifestyle Habits of College Students Participating in Leisure on the Quality of Sleep (여가참가 대학생의 건강생활습관이 수면의 질에 미치는 영향)

  • Soo-Jin Seo
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.127-135
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    • 2024
  • This study used a convenience sampling method to find out the effect of healthy lifestyle habits of college students participating in leisure activities on sleep quality. The results are as follows. First, in majors according to the personal characteristics of college students, the arts and sports field showed higher exercise lifestyle habits than the natural field, and in leisure participation, college students participating in the sports field showed an effect on exercise lifestyle, health perception habits, eating habits, and subjective sleep. In the leisure activity period, it was found that students who participated in leisure activities for more than 3 years had an effect on exercise lifestyle, health perception habits, and daytime sleep. In leisure activity time, it was found that students who participated for 1-2 hours had an effect on exercise lifestyle, health perception habits, and eating habits. Second, it was found that bad lifestyle habits had an effect on sleep difficulties, and in daytime sleep, exercise lifestyle habits, bad lifestyle habits, and eating habits were found to have an effect.

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.

The Relationship between Sensory Processing Feature, Leisure Participation Type, Perception of Occupational Participation and Quality of Life for University Students' Life Care (대학생의 라이프케어를 위한 감각처리특성과 여가참여유형, 작업참여인식 및 삶의 질과의 관련성)

  • Park, Young-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.203-210
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    • 2019
  • The purpose of this study was to investigate the correlation between sensory processing feature, leisure participation type, perception of occupational participation, and quality of life (QoL) for life care in university students. The survey was conducted from February 2019 to March for 169 university students. The author used the Adolescent / Adult Sensory Profiles (AASP) for sensory processing, and used the leisure activity questionnaire to find out the type of leisure participation, and used the Occupational Self Assessment (OSA) for perception of occupational participation, and the Satisfaction With Life Scale (SWLS) for QoL. Pearson correlation analysis was used for the relationship between sensory processing feature, leisure participation type, perception of occupational participation, and QoL. Among the sensory processing feature, there was a positive correlation between low registration and sports. And there was a positive correlation between sensory seeking and sports, social activities, tourism. There was a negative correlation between perception of occupational participation and low registration, sensory sensitivity, sensory avoiding. Hobbies, appreciativeness and social activities showed a significant positive correlation with perception of occupational participation. And also there was a positive correlation between perception of occupational participation and QoL (p <.05, p <.01). Sensory processing feature correlated with leisure participation type, occupational participation perception, and QoL. Future research should develop evaluation tool for leisure activities, occupational participation and QoL based on sensory processing.

User Application for Sports Climbing on Interactive Climbing Wall (인터랙티브 인공 암벽장 활용을 위한 스포츠클라이밍 사용자 애플리케이션)

  • Kim, Minsang;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.201-203
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    • 2016
  • 도시민들의 다양한 여가활동의 요구로 날씨와 계절에 상관없이 즐길 수 있는 운동으로 실내 스포츠 수요가 급증 하고 있다. 이에 스포츠 클라이밍의 인기 또한 증가하고 있는 추세이다. 또한, ICT기술의 발전으로 스포츠 산업에서도 ICT융합이 활발히 진행 중이다. 이에 실내 스포츠 클라이밍은 ICT기술 융합이 용이한 환경으로 컴퓨팅 환경을 구성하기 적합하다. 따라서 ICT융합 스포츠 클라이밍에 대한 새로운 신조어 스크린 클라이밍이라는 말이 나오고 이에 대한 인터랙티브 인공 암벽이라는 연구가 진행 되었다. 하지만 스포츠 클라이밍에서 사용되는 모바일 애플리케이션의 연구는 현저히 부족한 상황이다. 현재 상용화되어 있는 클라이밍 애플리케이션은 일방적인 정보제공에 그쳐 정보의 확장 및 재생산이 어렵고, 자신의 기록 측정 및 정리 과정이 번거롭다는 한계가 있다. 이에 본 논문에서는 인터랙티브 인공 암벽 활용을 위한 모바일 애플리케이션을 제안하고 구현한다. 즉, 사용자가 실제로 쉽고 편리하게 등반 루트와 등반 기술에 대한 정보를 제공받고 자신의 등반 기록을 관리할 수 있는 사용자 친화적 클라이밍 모바일 애플리케이션을 구현한다.

The Relationship of Participant Motivation, Physical Self-concept, University Life Satisfaction of the Leisure Sport on the University Students (대학생 여가스포츠의 참여동기, 신체적자기개념, 대학생활만족과의 관계)

  • Lee, Gun-Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.357-366
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    • 2019
  • The purpose of this study is to analyze the relationship between students' motivation for participating in leisure sports, students' physical self-concept and the life satisfaction of university students. A total of 419 students were finally analyzed using the convenience sampling method of non-random sampling method after selecting those university students participating in leisure sports at a university located in J district. The results of analysis using SPSS version 21.0 program are as follows. First, there is a positive (+) correlation between the motives of participation of university students and their physical self-concept and satisfaction with university life. Second, the influence of the motive to participate in sports has a positive (+) effect on sports competence and this is affected by health fitness and social interaction, physical activity is affected by pleasure, health fitness, and conditioning, self-esteem, muscular strength is affected by pleasure, health fitness, condition, and society, flexibility is affected by pleasure, health fitness, and society. Third, the influence of participation motive had a positive (+) effect on school satisfaction is affected by pleasure, health fitness, physical condition, external display, socialization, and fellow satisfaction is effected by pleasure and condition.

주5일 근무제 도입에 따른 의생활 변화에 관한 예측

  • Yu, Hye-Gyeong
    • Proceedings of KHEA Conference
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    • 2002.10a
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    • pp.64-70
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    • 2002
  • 이와 같은 변화를 종합하여 보자면, 패션의 전반적인 흐름인 캐주얼 웨어와 스포티룩의 확산과 아울러 이러한 흐름이 더욱 세분화된다는 것으로 요약할 수 있겠다. 즉 같은 캐주얼웨어 안에서도 travel wear, town casual, outdoor wear등으로 나누어 질 것이고 또한 스포츠 웨어도 일반적인 체육활동을 위한 의복뿐만 아니라, 특정한 스포츠에 가장 적합한 전문 스포츠웨어가 개발될 것으로 예측된다. 그와 아울러, 정장은 더욱 격식과 품위를 강조하는 쪽으로 진행될 것으로 예상된다. 이러한 변화는 우리 사회의 의생활이 다양화되고 세분화되며, 서구의 TPO(time, place, occasion) 개념에 충실한 상황으로 전개되는 것이라고 할 수 있다. 그러나, 이 모든 예측은 주5일 근무제의 도입에 따라 많은 국민들이 여가활동을 증가할 것이라는 가정을 기반으로 하고 있으며, 따라서 새로운 제도 아래서 오히려 근무나 공부시간을 늘어나는 등의 예상치 못한 변화가 일어나는 경우에는 이런 변화가 일어나기는 어려울 것이다.

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Factors Associated with the Time Use in Leisure Activity and Social Gathering of the Youth - Focused on the Effects of Engaging Role Types of the Youth - (청년의 여가시간과 교제시간에 대한 영향요인 탐색 -청년 역할유형의 영향을 중심으로-)

  • Joung, Eun-Hee;Joo, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.623-639
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    • 2020
  • This study explores the factors associated with the amount of time use in leisure and social gathering activities. The analysis shows that the engaging role types of the youth, for example housekeeping and care giving, or working on the paid job are associated with the amount of time use in leisure activities. However, the factors related to time use in social gathering activities are the engaging role types of youth as well as the socializing opportunity. Compared to the other role types of the youth, the youth who are preparing for a job and is not engaged in employment, education, and training(NEET) spend more time in media leisure, travel and cultural activities, sports and reports activities, however spend less time in social gathering compared to students. The youth who have a job spend the least time in all of the leisure activities except travel and cultural activities for a weekend. Policy should remove the barriers in leisure activities and increase the opportunities for socializing.

Analysis of the Needs of Middle and Elder Generation on Serious Game for the Elderly (노인용 기능성 게임개발을 위한 중노년층의 수요분석)

  • Lee, Yoon-Jung;Ahn, Joon-Hee;Lim, Kyunq-Choon
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.75-101
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    • 2009
  • The purpose of this article is to analyze the needs of middle and elder generation about serious game for the elderly. The results of this study are; (1) elder generation prefers leisure activities such as mountain climbing, yoga, golf, walking and travel, etc., for health, interest, the development for oneself and relieving stress; (2) they don't prefer game activity for leisure, but prefer to use serious game for health, simulation, medical treatment and sports than middle generation; (3) elder generation has various characteristics and needs so that we should consider their demographical variables when we research and develop serious game contents for the elderly.