• Title/Summary/Keyword: 여가참여 활동

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A Study on the Experience of Photo graphic Activity of the Middle-Class Men in Their 50s: Based on the Perspective of Cultural Capital Theory (50대 중산층 남성들의 사진 활동 이야기 - 문화자본론의 관점에서 -)

  • Lee, Ye Ji
    • Korean Association of Arts Management
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    • no.58
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    • pp.5-47
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    • 2021
  • This paper is a story about five middle-aged men in their 50s who suddenly began their photographic activities as they reached middle age. In the perspective of Borudieu's cultural capital theory, this study observes five men in their 50s by implementing in-depth interviews about the motivation behind taking photographs, the experience of photography activities, and the rewards of these activities. The theory has undergone a theoretical revision with the criticism that factors other than the class can be influential. Based on these ideas, I have proceeded my study by preferentially grasping the notion of the 'field' in accordance with the specific history of Korean society. Therefore, this study sought to more specifically understand the various photographic activities of middle-class men in their 50s by referring Coskuner-Balli and Thompson's argument(2013), which revised 2018's cultural captial theory and proposed the concept of 'subordinate cultural capital' and 'leisure capital' who proposed by Backlund, E. A. & Kuentzel, W. F.(2013). As a middle-class men in their 50s, research participants have grown up and worked in a social atmosphere where economic capital is recognized as an individual's ability. However, they are faced with the value that the knowledge and taste towards culture and arts is one's identity. In addition to the subjective deprivation that arises from this situation, the lifespan characteristic of their age that it is on the brink of the old age appeared to have influenced them to put their psychological motivation immediately into practice. Economic capital was the main conversion terms to move form interest to practice, which includes 'time' as a resource as well as money. With the cultural practices being expanded since their creation of photographs, the reason that these expansions can be maintained more actively lies in their identity as 'cultural artist' that is consolidated in new relationships in the sharing of photographic activities. In this way, photographic activities grant a symbolic status of 'a middle-aged man who actively builds and expresses his identity' through the conversion of accumulating cultural capital and the conversion into social capital. Furthermore, the recognized scope of the symbolic capital acquired by the research participants is in the domain of the private life that is family and acquaintance. Especially, they were gaining a great psychological reward from their children's recognition that they are not just a 'breadwinner' but 'dad who cultivates himself with a culture and arts'. Accordingly, by considering that 'generation' other than class can be a meaningful discussion point when understanding Korea society from the perspective of cultural theory, this study is meaningful that a more flexible understanding of cultural theory can give a glimpse into the possibility of a more specific and diverse approach that will arise in the discussion of culture and arts education.

Analysis of ICT Usage for Gifted Elementary Students in Computer Science, Mathematics, and Science Field (초등 정보과학 및 수과학 분야 영재학생들의 ICT 활용실태 분석)

  • Lee, Jaeho;Park, Kyungbin
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.63-71
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    • 2013
  • The purpose of this study was to investigate patterns of IT usage in gifted elementary students. There were 67 Computer Science gifted students and 38 Math/Science gifted students, a total of 105 students, who attended a Convergence Computer Science Camp for 3 days. They were given 20 questions on IT usage. The results showed that these gifted students started to use the computer from ages 7 to 9 (51.9%) and consider their level of usage as average (50.0%). They also expressed a desire to learn more to enhance learning. There were some differences between the Computer Science gifted students and Math/Science gifted students. The Computer Science gifted students spent more time at the computer, considered themselves as more capable in using the computer, and thought that the computer aided in learning more, Another difference is that Computer Science gifted students utilized the computer more for education and learning purposes(56.9%), whereas Math/Science gifted students used it for recreation purposes (40.5%). Furthermore, regarding areas of further interest, most Computer Science gifted students wanted to learn more about computer programming whereas Math/Science gifted students were more interested in learning presentation methods (26.3%). In conclusion, there was a difference between Computer Science gifted students and Math/Science gifted students in self-confidence, areas of utilization and computer related areas.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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Development of Caregiver Guideline for Participation in Activities of Daily Living for the Elderly with Early Dementia: Focusing on the Delphi Survey (초기 치매 노인의 일상생활 참여 촉진을 위한 보호자 지침의 개발: 델파이 조사를 중심으로)

  • Kim, Seo-Eun;Koo, Seul-Gi;Park, Sang-M;Kim, Jung-Ran
    • 한국노년학
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    • v.37 no.2
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    • pp.461-474
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    • 2017
  • The purpose of this study was to develop the caregiver guideline for participation in activities daily living for the elderly with early dementia in home including easily adaptable and professional strategies as early intervetion. The process of this study was 3 stage. First stage, the development of preliminary caregiver guideline as the first stage of this study was to translate to Korean and reclassify the items about caregiver guideline for participation from reports of foreign association or government related dementia, and it consisted of 3 areas, 128 statements for questionnaire for Delphi investigation. Second stage, the guideline was to conduct the content validity, and delete, reclassify, integrate, revise inappropriate items through 2 rounds and 16 Delphi panels. Third stage, the establishment of the final version of caregiver guideline. It consisted of 8 areas: home modification and assistive device, home activities of daily living, health management, communication, psycho-emotional support, leisure activities, social participation, general strategies. All 68 items was arranged in important order. The content validity, stability, agreement index in this study were 0.81, 0.15, 0.79 respectively. When content validity, stability was above 0.49, below 0.5 in Delphi survey with 15 panels, it was not required additional survey. The result of this study meaned that it was not required to additional Delphi survey, and the result was stable and agreeable. This developed guideline was useful and practical to maintain the elderly's with dementia independent and healthy life as education materials for their caregivers, so it will expect to decrease caregiver's burden. Lastly, it stated limitation and suggestion for further study.

Effect of Home-Visit Occupational Therapy on Community Dwelling Stroke Survivors: A Case Study (지역사회 거주 뇌졸중 환자의 가정방문 작업치료 효과: 사례 연구)

  • Jeong, Eun-Hwa
    • Therapeutic Science for Rehabilitation
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    • v.9 no.2
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    • pp.87-98
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    • 2020
  • Objective : The purpose of this study was to verify the effectiveness of home-visit occupational therapy in stroke patients. Methods : Two patients with stroke who applied for home-based occupational therapy services at a health center in Seoul were enrolled. The home-visit occupational therapy program evaluates the subject's daily living, task performance, cognitive, and emotional functions, sets occupational therapy goals and plans interventions based on a client-centered approach. Occupational therapy programs consisted of 12 sessions based on the client's major problems. Results : COPM scores improved in both cases, there was an improvement in COPM scores, and in Case 2 there were improvements in MBI and K-MMSE scores. There was also an improvement in KGDS scores in Case 1. Conclusion : Home-visit occupational therapy was found to be effective in improving daily activities, cognition, and mental function of stroke patients. During home and community integration, continuous and continuous rehabilitation services need to be activated from institutional rehabilitation to community-based rehabilitation. Active home-visit occupational therapy is needed to promote physical, cognitive, mental and social access in stroke patients discharged from hospitals.

An Exercise Rehabilitation Field Revitalization Plan for Promoting Elderly Sport for All (노인생활체육 진흥을 위한 운동재활분야 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.305-319
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    • 2020
  • A The purpose of this study was to determine the present state of the exercise rehabilitation field, promote elderly sport for all, and present a revitalization program for higher quality of life for the elderly in the coming era of the Fourth Industrial Revolution and aged society. Literature review was performed to analyze the actual conditions of the activities for elderly sport for all and the relevant field of exercise rehabilitation, analyze the elderly health and welfare and elderly sport for all programs, and present a plan for revitalizing the field of exercise rehabilitation to promote elderly sport for all. First, it is necessary to reinforce the awareness and promotion of the need and importance of exercise rehabilitation in inducing seniors to participate in sport for all. Second, it is necessary to make it compulsory to place sport leaders for seniors at such places as elderly leisure and welfare centers and promote expertise in managing elderly health guidance efficiently through cooperation with welfare workers. Third, it is necessary to make it compulsory to take exercise rehabilitation and similar subjects in the curriculums of sport for all, elderly sport welfare, and silver welfare sport as well as the subject of volunteering activities at such places as elderly leisure and welfare centers with the aim of giving opportunities for career choice. Fourth, it is necessary to develop characterized exercise rehabilitation programs at senior welfare centers, community centers for the elderly, and elderly classes and employ experts equipped with exercise event and exercise rehabilitation capabilities as itinerant lecturers to contribute to the government's job creation policies through cooperation between the Ministry of Culture, Sports, and Tourism (MOCST) and the Ministry of Health and Welfare (MOHW). Fifth, it is necessary to make a greater investment in research and development required for elderly sport for all. Sixth, it is necessary to develop and distribute various exercise rehabilitation treatment videos and guidelines that seniors can use for themselves. This is associated with the fifth one; in particular, it is urgent to devise measures against Coronavirus 19. Seventh, it is necessary to reduce inefficiency and budget waste caused by overlapped tasks by establishing a new elderly sports promotion organization through adjustment by MOCST and MOHW; it is also necessary to increase the functions of organization establishment with the aim of reinforcing the education area, which involves post-retirement health care, exercise rehabilitation, safety accident prevention, and virus.

The Design Trends of Outdoor Space in Commercial Multi-Complexes in Korea (국내 복합상업시설 외부공간의 특성과 변화 양상)

  • Choi, YoungJoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.5
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    • pp.89-106
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    • 2020
  • This study examines the functionality and landscape design specifics of the outdoor space of representative commercial multi-complexes in Korea in order to overview the design trends of outdoor landscaping trends. Through surveying the composition of outdoor spaces along with their relation to the surrounding landscape, open spaces, and the neighboring communities, this paper identified the change in trends regarding the characteristics of outdoor landscape planning and acknowledged the enhanced public value of outdoor space. This study asserts that the characteristics of outdoor spaces can best be understood by examining the ways in which the outdoor space relates to adjoining commercial multi-complexes and the surrounding landscape. Focusing on the relationships that outdoor space establishes, commercial multi-complexes can be categorized as follows: in/outdoor separated type, in/outdoor semi-open type, surrounding landscape-projected type, and surrounding landscape-combined type. By studying the landscape design specifics of the outdoor space of representative cases of each type, the following has been concluded: First, the amount of outdoor space has expanded in terms of importance and function while serving to assist in various activities and participatory experiences, and no longer merely serves as a backdrop of commercial facilities. Second, with the strengthened connectivity between in/outdoor spaces, the elements of outdoor surroundings are more actively introduced indoors to improve amenities. Through directly connecting certain indoor program spaces with outdoor spaces, commercial multi-complexes tend to provide richer combined experiences. Third, with the expansion of outdoor space functionality, commercial multi-complexes are increasingly recognized as a quasi-public space, making good example of liminal space. In light of the recent case of development plans linked with public open spaces in suburban settings, commercial landscape design shows the possibility of creating an open space that can function as a center for local culture and green networks in the community.

The Effects of Social Support, Self-Efficacy on Aging Anxiety of the Middle-Aged Women (중년여성의 사회적지지, 자기효능감이 노화불안에 미치는 영향)

  • Park, Jung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.569-577
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    • 2018
  • This study was conducted to determine the effects of middle-aged women's social support and self-efficacy on their aging anxiety, with the ultimate goal of providing basic information for devising educational and interventive programs to help reduce aging anxiety. Participants of this study were 210 middle-aged women living in B Metropolitan City. Data were collected from May 10 to 28, 2018, and statistically processed using t-tests, ANOVA, Pearson's correlation coefficient and stepwise multiple regression analysis. Participants showed significant differences in aging anxiety depending on age, education, monthly income, marital life satisfaction, leisure time activities, and number of friends. In addition, aging anxiety had significant negative correlations with social support and self-efficacy, and the main factors affecting middle-aged women's aging anxiety were found to be self-efficacy, marital satisfaction and social support. Of these, self-efficacy had the greatest effect, explaining 42.7% of the participants' aging anxiety. To help middle-aged women reduce their aging anxiety, it is necessary to provide them with programs that improve social activity participation, raise self-efficacy and promote relationships with family and communities. It is also recommended that these women be provided with educational and interventive programs that help them adjust to aging and develop a positive awareness of it.

Housing Planning Criterion for Active Senior Generation -Focused on Baby Boomer in Seoul- (액티브 시니어 계층을 고려한 주택단지 계획기준 연구 -서울시 베이비붐 세대를 중심으로-)

  • Woo, Mi-Kyung;Park, Tae-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.529-540
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    • 2014
  • Korea's baby boomers constitute a quarter of the population structure, and they are now faced with super-aged era represented by the life expectancy of 100 years. Since this generation who played a leading role in economic growth of the country has needs for active participation in society and continuous economic activities based on the healthy bodies, sufficient wealth and desires for cultural consumption, it is called 'active seniors' as a new demographic class differentiated from the conventional elder generation. This study was intended to investigate housing needs of baby boomers as preliminary seniors in Seoul with the highest residential density of the baby boomers through a bottom-up process from the perspective of consumers, and to select the findings as criteria for residential complex plans. The analysis results showed that 'social accessibility' was most highly valued among baby boomers in Seoul, and 'medical accessibility' was determined to be the second most important factor. Other items such as 'convenience of living' and 'spatial cognition' were ranked as the least important factors. These findings suggest that the life style of baby boomers in Seoul is very similar to that pursued by active seniors in terms of life cycle, and it is determined to be a characteristic as a niche for housing needs different from the one found in conventional elder generation.

Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.