• Title/Summary/Keyword: Hobby

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취미에서 직업으로 - 하비프러너(hobby-preneur)의 출현과 문화예술 생태계 구조 변화에 관한 현상학적 연구 - (From Hobby to Profession: A Phenomenological Study of the Emergence of Hobby-preneurs and its Impact on Arts and Cultural Ecology)

  • 송남은;류유희;장웅조
    • 예술경영연구
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    • 제55호
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    • pp.5-38
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    • 2020
  • 본 연구는 문화예술생태계에 출현한 새로운 종(種, species)으로서 생태계의 선순환 구조에 새로운 역동을 만들어내고 있는 '하비프러너'라는 존재에 주목하고, 그들의 활동이 함의하는 개인적, 사회적, 경제적 가치와 문화예술생태계 구조에 끼치는 영향을 고찰하였다. 하비프러너는 자신이 좋아하는 취미를 전문적인 일로 기획하여 사업으로 확장, 발전시켜 나가는 사람으로서, 취미나 여가 활동이 지속적 노력을 통해 전문화될 수 있으며 이를 통해 직업적 경력으로 개발될 수 있다는 새로운 가능성을 제시한다. 본 연구는 취미나 여가 활동 중에서도 큰 비중을 차지하는 문화예술교육분야에 초점을 맞추고, 문화예술 관련 취미 활동이 전문성을 획득하며 직업화되는 현상을 5인의 하비프러너를 통해 탐색하고, 그들의 활동이 문화예술 생태계 구조에 끼치는 영향을 현상학적 연구 방법을 통해 고찰하였다. 하비프러너의 활동은 공공 생활의 질을 향상하고 활력을 불어넣는 중요한 사회적 자본으로 기능하며, 문화예술계의 새로운 동력이 되어 문화예술 시장(marketplace) 속의 수요와 공급에 지대한 영향을 미치고 있음을 본 연구를 통해 확인하였다. 아울러, 하비프러너는 전문 예술가가 예술 소비자에게 직접 전달할 수 없는 다양한 가치들을 보충하는 역할을 하면서, 문화예술생태계의 선순환 구조에 주요한 매개체로 기능한다는 것을 확인할 수 있었다.

호텔 실내공간 색채이미지에 대한 이용자의 감정과 행동의 관계 (A Study on the Relationship Between Emotion and Behavior of User's with the Color Images of Indoor Space in Hotels)

  • 김수희;김봉애
    • 대한건축학회논문집:계획계
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    • 제34권2호
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    • pp.67-74
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    • 2018
  • The purpose of this study was to analyze relationship between emotion and behavior with the color images of indoor space in hotels. The study methods evaluation experiments of emotion and behavior with computer graphic images. Study results are as follows: First, The color image according to the indoor space had a significant influence on the user's emotions. Lobby and restaurant had difference in pleasure arousal emotion by color image, and also guest room had difference in pleasure dominance emotion by color image. Second, The color image according to the indoor space had a significant influence on the user's behavior. Also lobby and restaurant had difference in movement hobby eating resting behavior by color image, and guest room had difference in hobby eating resting behavior by color image. Third, As a result of analyzing the effect of user's emotions on the behavior according to the indoor space: In the lobby, the more un-arousal increasing of users, the more hobby resting behavior increasing. And the more dominance increasing of users, the more movement hobby eating resting behavior increasing. In the restaurant, the more dominance increasing of users, the more movement eating hobby behavior increasing. The more arousal increasing of users, the more movement resting behavior increasing. The more un-arousal increasing of users, the more hobby eating behavior increasing. In the guest room, the more un-arousal dominance increasing of users, the more hobby eating resting behavior increasing. And also the more arousal increasing of users, the more movement behavior increasing.

Comparison of The VDT Occupation and VDT-related Hobby Groups in terms of Patients' Subjective Symptoms of VDT Syndrome

  • Lee, Jun Cheol;Park, Si Eun;Shin, Hee Jun;Choi, Wan Suk
    • 국제물리치료학회지
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    • 제8권2호
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    • pp.1168-1174
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    • 2017
  • The purpose of this study was to investigate the health conditions of occupation group and hobby group related to visual display terminal (VDT) syndrome. The VDT occupation group was mainly composed of the worker in banks, telephone companies, and general offices. The VDT-related hobby group was composed of high school students, and Internet cafe users. A questionnaire survey was conducted to classify the subjects according to hours of computer usage. The results indicated that the occupation group represented a higher level of subjective symptoms than VDT-related hobby group. In the VDT occupation group, 'Poor body condition', 'Feeling uncomfortable or pain in the neck', 'Feeling uncomfortable or pain in the back', 'Feeling stressed out', and 'Feeling uncomfortable or pain in the shoulder' items indicated a high level of subjective symptoms. In the VDT-related hobby group, 'Feeling uncomfortable or pain in the neck', and 'Feeling uncomfortable or pain in the back' items indicated a high level of subjective symptoms. According to the hours of computer usage, 4-6 hours and 6 hours or more groups represented a higher level of subjective symptoms than 2-4 hours group. These findings suggest that Visual display terminal (VDT) work effects the individual's health conditions.

온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로- (A study on the User Experience of Online Hobby Platform -Focused on the Art Field-)

  • 윤수진;김승인
    • 디지털융복합연구
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    • 제18권8호
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    • pp.401-406
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    • 2020
  • 이 연구는 시공간의 제약을 줄이고 접근성을 낮추는 미술 분야를 중심으로 온라인 취미 클래스 플랫폼의 사용자 경험을 분석하고, 더 나은 사용 경험을 제안하는 데 중점을 두었다. 이를 위해 국내외 온라인 취미 클래스 플랫폼의 사례를 조사하고 국내 2,30대 대학생과 직장인들을 대상으로 사용자 경험을 측정하기 위한 설문을 진행하였다. 연구결과, 사용자 경험을 만족하는 요소와 현재 국내 서비스와의 간극을 발견하였고, 이를 좁히기 위한 방안을 제시하였다. 본 연구는 여가문화 시장에 온라인 취미 클래스 플랫폼을 더욱 활성화하기 위한 방안을 제안하였다는 데에 의의가 있다. 이 연구가 향후 온라인 취미활동 플랫폼의 사용자 경험에 대한 자료로 활용되고 나아가 실질적 활성화 방안을 논의하는 데에 도움이 되기를 기대한다.

취미 백과 애플리케이션 설계 및 구현 (Design and Implementation of Hobby Encyclopedia Application)

  • 박희완;이도혁
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제66차 하계학술대회논문집 30권2호
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    • pp.733-734
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    • 2022
  • 최근 일과 삶의 균형을 찾는 '워라밸'에 사람들의 관심을 커지면서 일에만 몰두하는 것보다 개인의 삶의 질을 더 중요하게 생각하게 되었다. 이에 따라 퇴근 후나 주말의 여가 시간에 다양한 취미 활동을 하는 사람들이 증가하고 있다. 본 논문에서는 여가를 즐기고자 하는 사람들에게 다양한 카테고리의 취미 활동을 소개해주는 취미 백과 애플리케이션을 설계 및 개발하였다. 취미 백과 애플리케이션을 이용하면 사람들이 보다 쉽게 새롭고 다양한 취미를 접할 수 있을 것으로 기대한다.

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해외여행 동기가 쇼핑행동에 미치는 영향 -상품과 매장특성을 중심으로- (Effect of Overseas Tourists' Motivation on Shopping Behavior -Emphasis on Product and Store Characteristics-)

  • 전양진
    • 한국의류학회지
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    • 제39권2호
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    • pp.294-306
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    • 2015
  • This study investigated how the travel motivation of Korean overseas tourists influenced shopping behavior. We first identified factors of the travel motivation and then categorized types and attributes of shopping products and shopping stores. We then examined the relationship between the travel motivation and shopping products and shopping channels. A questionnaire method was applied for this survey, while factor analysis and regression analysis were used to analyze data. The results are listed below. First, nature & leisure, rest, family, pleasure, hobby & fitness, and discovery were identified as 6 factors of travel motivation. Second, shopping products of overseas tourists were categorized into three types: fashion & luxury, daily goods, and memento. There were four attributes of products, namely, design, utility, economy, and prestige. Major types of shopping stores were souvenir shops, fashion channels and local markets; the shopping store attributes identified were location & salesperson, assortment & atmosphere, and display. Third, overseas tourists' motivation was shown to influence the selection of product types and attributes. Those who traveled for rest, family, pleasure, hobby & fitness orientation were inclined to purchase fashion & luxury goods, and daily goods; however, those who traveled for rest and hobby & fitness orientation also tended to buy memento. The effect of the travel motivation was shown to be different according to product attributes. Fourth, tourists' motivation was shown to affect store type selection and attributes. Those whose traveled for rest, family, pleasure, hobby & fitness preferred souvenir shops while those seeking nature & leisure and pleasure tended to visit fashion channels and local markets more often. Travelers seeking nature & leisure and discovery cared for all three store attributes while family oriented and pleasure seeking tourists considered shopping store location, salesperson and display attributes as important.

도시직업인(都市職業人)의 취미(趣味), 오락(娛樂) 및 휴일활용(休日活用)에 관(關)한 태도조사(態度調査) (Attitude of Urban Employees on Hobby, Recreation and Practical Use of Holiday)

  • 강대민
    • Journal of Preventive Medicine and Public Health
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    • 제7권1호
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    • pp.139-145
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    • 1974
  • Attitude on hobby, recreation and practical use of holiday among group of employees comprised of 400 primary, middle, high school teachers, bankers and public servants who serviced in Kwang ju city area, was studied during the period of two months from April to May 1974. The results obtained were concluded as follows; 1 Age distribution: $29{\sim}33$ age group came first with 26% while last with 0.3%. Average was 31.5. 2. Sex distribution: Male 94.0%, female 35.3% and noteworthy was the fact that in primary school female occupied 74.0%. 3. Hobby and recreation or entertainments: Cinema 24.0%; badook 24.5%; athletics 18.5%; Chinese chess 13.5%. Among primary school teachers cinema came first 37.0%, while among the administrative officials badook came first with 34.0%. 4. How they spent the previous Saturday afternoon; 25.0% of subjects helped household affairs, this rate reached 35.0% among primary school teachers. Sunday: 19.0% helped household affairs and again primary school teachers ranked top. During the vacation of last year, 52.1% of total subjects traveled and 61.0% of bank employees traveled.

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의류 DIY 패키지의 소비자 현황조사 연구 (Research on Customer Survey for Clothing DIY Packages)

  • 이은혜
    • 패션비즈니스
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    • 제27권2호
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    • pp.108-123
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    • 2023
  • Recent increase of eco-conscious trends and pleasure from Do It Yourself (DIY) activities have led to a surge in sales of package products bundling together clothing patterns and raw materials. However, a well-structured market system is yet to be established. We surveyed 460 women with sewing as a hobby who had purchased these DIY clothing pattern packages. The survey revealed that majority of respondents had their hobby for over five years. Choosing the right fabric to match clothing patterns presented a common challenge. Most participants owned a sewing machine and an overlocker, with price being the primary concern when purchasing a package. For guidance during the sewing process, participants preferred print materials featuring real-life images. Those with less sewing experience leaned towards video tutorials. Items of interest or those commonly created included blouses, shirts, and dresses. Desire for further learning in sewing and pattern-making was prominent, with a clear preference for online classes. Several strategies are recommended to enhance the appeal of DIY clothing package products, including broadening range of packages that incorporate fabric, offering supplementary educational resources to improve users' skills, implementing affordable pricing structures, supplying comprehensive creation guidelines, and making available design modification guides. These considerations could significantly boost customer satisfaction. This research intends to lay groundwork for understanding DIY clothing creation market, ultimately fostering production of highly desirable products. Insights of this study will prove instrumental in refining product development and devising effective marketing tactics, leading to a more rewarding consumer experience.

Performance of Constructed Facilities: Pavement Structural Evaluation of William P Hobby Airport in Houston, Texas

  • Kim, Sung-Hee;Jeong, Jin-Hoon;Kim, Nak-Seok
    • 한국방재학회 논문집
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    • 제9권1호
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    • pp.21-25
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    • 2009
  • 본 논문에서는 텍사스 휴스턴에 소재하는 William P Hobby공항의 아스팔트 덧씌우기 포장두께를 설계하기위한 재료 특성화와 구조평가 연구결과에 관한 최근의 사례결과를 나타내고 있다. Hobby 공항의 12R-30L 활주로는 포틀랜드시멘트 콘크리트 포장위에 두꺼운 아스팔트 덧씌우기 층으로 구성되어 있으며 최근 부분적인 표면 밀림 현상이 관측되었다. 아스팔트 혼합물 현장코아 시료를 사용하여 표면 밀림현상 원인을 분석하기 위하여 공기량, 아스팔트 함량 및 골재 입도 분석이 수행되었다. 미연방 항공우주국의 탄성층 해석 프로그램인 LEDFAA가 새로운 아스팔트 덧씌우기층의 포장구조 상태를 평가하기 위하여 사용되었다. 이를 위하여 두 가지의 포장구성 상태가 존재한다고 가정하였다. 즉 PCC 포장위에 아스팔트 콘크리트 덧씌우기층, 그리고 아스팔트 콘크리트 포장. 실험실 시험결과를 근거로 아스팔트 바인더 함유량에 대한 200번째 체 통과 골재비는 $1.1{\sim}2.2$이며 비율이 높을수록 혼합물은 연성을 보이는 것으로 나타났다. 따라서, 12R-30L 활주로의 표면밀림 현상은 과도한 세립골재 함유율로 인한 연성혼합물이 원인인 것으로 나타났다. 구조 평가결과에 의하면 아스팔트 포장으로 포장구조를 가정한 해석 결과는 PCC층에 비하여 좀 더 두꺼운 아스팔트 층일때 더 실질적인 구조적 수명을 나타내었다. 아스팔트층 하부의 PCC포장은 고급기층재료 역할을 수행하기 때문인 것으로 해석된다.