• Title/Summary/Keyword: Leisure Identity

Search Result 60, Processing Time 0.025 seconds

A study on the relationship between participation in life sports of people with physical disabilities on community attachment (지체장애인의 생활체육 참여정도가 지역사회 애착도에 미치는 융합 연구)

  • Kim, Dong-Won
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.7
    • /
    • pp.305-313
    • /
    • 2017
  • The purpose of this study is to investigate the effect of the level of participation in sports for the disabled on the community attachment. The subjects of this study were 227 persons with physical disabilities in D city. The analysis method was analyzed by factor analysis, frequency analysis, independent t-test, one-way ANOVA and multiple regression analysis using SPSS 21.0 program. The results of this study are as follows: First, there is a high level of community attachment to male(sex), 40's and 50's(by age group) and 1st and 2nd grade(by disability grade). Second, in the degree of participation, the duration of exercise and duration of exercise, duration of exercise in dependency, and duration of exercise and intensity of exercise were found to have a positive effect on identity. As a result, it affected the consciousness of local community. In future research, it is necessary to study the psychological effect connected with community.

Improved Image Matching Method Based on Affine Transformation Using Nadir and Oblique-Looking Drone Imagery

  • Jang, Hyo Seon;Kim, Sang Kyun;Lee, Ji Sang;Yoo, Su Hong;Hong, Seung Hwan;Kim, Mi Kyeong;Sohn, Hong Gyoo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.38 no.5
    • /
    • pp.477-486
    • /
    • 2020
  • Drone has been widely used for many applications ranging from amateur and leisure to professionals to get fast and accurate 3-D information of the surface of the interest. Most of commercial softwares developed for this purpose are performing automatic matching based on SIFT (Scale Invariant Feature Transform) or SURF (Speeded-Up Robust Features) using nadir-looking stereo image sets. Since, there are some situations where not only nadir and nadir-looking matching, but also nadir and oblique-looking matching is needed, the existing software for the latter case could not get good results. In this study, a matching experiment was performed to utilize images with differences in geometry. Nadir and oblique-looking images were acquired through drone for a total of 2 times. SIFT, SURF, which are feature point-based, and IMAS (Image Matching by Affine Simulation) matching techniques based on affine transformation were applied. The experiment was classified according to the identity of the geometry, and the presence or absence of a building was considered. Images with the same geometry could be matched through three matching techniques. However, for image sets with different geometry, only the IMAS method was successful with and without building areas. It was found that when performing matching for use of images with different geometry, the affine transformation-based matching technique should be applied.

Validity and reliability of a Korean version of the wellness evaluation of lifestyle (K-WEL) (한국형 웰니스 생활양식 측정도구 (K-WEL)의 타당도와 신뢰도 검증)

  • Kim, Hee Sook;Song, Yeonungsuk;Kwon, So-Hi
    • Journal of the Korean Data and Information Science Society
    • /
    • v.27 no.6
    • /
    • pp.1609-1619
    • /
    • 2016
  • The aim of this study was to identify the construct validity and reliability of a Korean version of the Wellness Evaluation of Lifestyle (K-WEL). A total of 345 nursing students completed the 99-item K-WEL. Construct validity using exploratory and confirmatory factor analysis were conducted using SPSS WIN 22.0 and AMOS 18.0. The final K-WEL consisted of 71 scored items, 14 subscales (self worth, work, spirituality, gender identity, love, friendship, realistic belief, leisure, exercise, nutrition, stress management, emotional responsiveness, sense of control, sense of humor) and 4 factors (essential, social, physical and coping self). Goodness of fit of the final research model was acceptable as shown by ${\chi}^2=225.12$, p<.001, CMIN/DF=3.17, RMSEA=.08, NFI=.87, IFI=.91, CFI=.91. The convergent validity and discriminant validity was evaluated by AVE (.61~.69) and C.R. (.79~.89). The Cronbach's alpha values were .55~.87 for the subscales of K-WEL. This study shows that the K-WEL is a valid and reliable measurement to assess multidimensional aspects of wellness.

The Effects and Development of a Hospital Based Community Reintegration Support Program for Patients with Spinal Cord Injury (척수손상 환자를 위한 병원기반 사회복귀지원 프로그램의 개발 및 효과)

  • Ho, S.H.;Yu, S.Y.;Kim, Y.S.;Bang, M.S.;Lee, B.S.;Kim, D.A.;Kim, E.J.;Kim, H.K.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.9 no.2
    • /
    • pp.89-103
    • /
    • 2015
  • The purpose of this research attempted to developed the Community Reintegration support Program(H-CRsP) on patients with Spinal Cord Injury(SCI) and identity the effect. To assess the effectiveness of a Hospital based H-CRsP with a comprehensive team approach for treating inpatients with Spinal Cord Injury(SCI), offered by the Korea National Rehabilitation Hospital. Participants with SCI were recruited from the Korean National Rehabilitation Hospital. Twenty-five participants who met inclusion criteria were provided with a H-CRsP. A H-CRsP with modules related to the training of daily living skills, driving, vocations and school support activities, leisure or recreational activities, peer counseling, sexual rehabilitation, and others support activities. The 25 enrolled patients had been treated with average of 6.1 programs 2 times a week for over 2 or 3months. COPM, HADS, WHOQOL-BREF, AD-R were administered before the treatment(pre-test) and also at the time of discharge(post-test) to compare the treatment outcomes in the 25 program participants. Measured level of community integration by CIQ at discharge. The data were analyzed by such statistical methods as frequency and paired t-test analysis. Significant improvements were found on the Occupational Performance and Satisfaction, Acceptance of Disability, Quality of Life score in the COPM, AD-R, WHOQOL-BREF (p<0.05). In addition, 10 of the 25 patients returned to home, work or school. These results demonstrated the effectiveness of the H-CRsP in helping patients with SCI return their communities to which they belong. It considered development of the variety of programs and prepare systematically related system.

  • PDF

Development of Jeju Local Food Tour Package and Economic Value Estimation based on Contingent Valuation Method (제주 향토음식을 활용한 음식관광상품 개발 및 CVM을 적용한 경제적 가치 평가)

  • Ahn, So-jung;Yoon, Ji-young
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.26 no.4
    • /
    • pp.346-358
    • /
    • 2016
  • Local food reflects the identity and image of a specific region. It is also a core element for determining tourists' experience of a region. The purpose of the present study was to develop a Jeju food tour package using local foods and estimate the economic value of the suggested tour package using Contingent Valuation Method (CVM). Five food tour packages were developed by researchers. In order to modify and measure the value of each package, an expert panel survey was conducted, and 'package 5' was selected as a food tour scenario for the tourist survey. A survey was conducted on 295 domestic tourists who visited Jeju within the past 10 years in order to evaluate the economic value and feasibility of the Jeju food tour package. A total fo 72.9% of respondents answered that they were willing to pay for the Jeju local food tour, and the willingness to pay (WTP) range was between ₩45,000 and ₩105,000. The primary factors correlated with WTP was food expenses, followed by leisure experience expenses, interest in local foods, education level, visit frequency and age. The WTP of the Jeju local food tour was calculated with the significantly affected factors using stepwise regression model. The result of the present study reveal that tourists' WTP increased with higher food expenses, education level, and age group. The average value of food expenses, education level, and age were substituted into the formula derived from the regression analysis, yielding 58,385.752 KRW as the WTP. The expected economic value created by exploiting the Jeju local food tour was shown to be 700 billion KRW per year, calculated by multiplying WTP of the food tour packages by the number of tourists. This study examined the feasibility and plan of the food tour package to increase the economic value of Jeju local food. In the case of the culinary tour program based on Jeju local food launching, the estimated economic effect was great. Therefore, in-depth research to merchandise the Jeju local food tour program is needed.

The New Urbanization Process and Changing Spatial Structure of Seoul (서울의 신도시화 과정과 공간구조의 변화)

  • 이경자;홍인옥;최병두
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.6 no.2
    • /
    • pp.443-470
    • /
    • 2003
  • This study is to consider economic, political, socio-cultural and environmental characteristics of the new urbanization process and its spatial structures and urban policy of Seoul in the 1990s. Some experimental findings which have been identified throughout this study can be summarized as follows. First of all, Seoul, the largest city in S.Korea has experienced a restructuring process of economy, which has been promoted by the development of producer services as well as knowledge- based or high tech industries. Secondly, the autonomy of Seoul has increased after the introduction of local self-government, with relatively higher self-management of local finance than other cities, strengthening the tendency of enterpreneurialism, empowering civil movements, and increasing the political participation of women. Thirdly, in the socio-cultural aspect, the material wants to gain a certain identity through consumption, using urban environments culturally, varying consuming attitudes and ways of leisure times in relation with the rapid development of transportation and information communication. Fourthly, in the environmental aspect, Seoul has tried to introduce the concept of sustainable development in terms of increasing wants on the quality of life, and to develop a pro-environmental eco-city with environmental rehabilitation, constructing green space and eco-park. Finally, in the spatial dimension, Seoul has shown a structuration of multi-centers, with highly spectacular urban landscapes and seemingly authentic urban planning. These results make us confirm that Seoul has been in the process of new urbanization which can be distinguished from the previous one.

  • PDF

Garden City Strategies as the Development Concept of Planned City - Focused on the Conceptual Master Plan for Solaseado - (신도시 개발 컨셉으로서 정원도시 구현 전략 - 영암·해남 관광레저형 기업도시 솔라시도를 대상으로 -)

  • Lee, Seoyoung;Yu, Jimhin;Jeong, Wookju
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.50 no.5
    • /
    • pp.54-68
    • /
    • 2022
  • This study proposes urban development concept and strategies for Garden City, focused on Solaseado, Yeongam Heanam Tourism-Leisure Type Enterprise City in Korea. Understanding that an essential element of a garden is the endless care performed by gardeners, the Garden City development concept suggests applying this idea to making planned cities by cultivating the potential natural landscape of the site in the long run. The meaning of Garden City can be defined in three aspects; an attitude and process of planning a city, a system for constructing the spatial structure of a city, and city branding. A Garden City is a city structured with the spirit of a garden, a city where open space networks become the urban structure, and a city that builds its identity through the landscape, respectively. From this point of view, the research draws development strategies with spatial design examples to embody the Garden City concept in Solaseado by following three steps; establishing the main urban axes, creating city networks through the conjunction of the axes, and categorizing and systematizing open spaces within the city. Consequently, the study shows an alternative urban planning model that extends the concept of a Garden City while maintaining the intrinsic landscape as an urban resource. In addition, the conceptual master plan of Solaseado will structure the urban landscape and park system according to the Garden City strategies.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.129-149
    • /
    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A Study on the Relationship between Volunteer Experience and Subjective Self-awareness (자원봉사활동 경험과 주관적 자아인식 관계 연구)

  • Jo, Gee-yong;Lim, HyoNam;Kim, Doo-Ree;Kang, Kyung-hee;Kim, Seol-Hee;Kim, Yong-Ha;Lee, Chong-Hyung;Ahn, Sang-Yoon;Kim, Kwang-Hwan;Song, Hyeon-Dong;Hwang, Hey-Jeong;Kim, Moon-Joon;Park, A-rma;Gu, Jin-Hee;Chang, Kyung-Hee
    • Journal of Digital Convergence
    • /
    • v.19 no.5
    • /
    • pp.449-460
    • /
    • 2021
  • The purpose of this study explained the experience of volunteering activities and the relationship of subjective self-awareness in order to examine the social meaning of volunteer activities. For adults aged 20 or older, 312 volunteering experience and social support awareness were analyzed on the level of self-identity by allocation sampling method depending on gender and age. The analysis results of this study were as follows. First, it was found that those who have experienced volunteer activitiies have a relatively simple willingness to participate in professional volunteer activities and those who have experienced volunteer activities. Second, social support and self-identification were different depending on whether they have experienced volunteer activities. Third, age, volunteer participation, willingness to participated in volunteering, and social support were analyzed as explanatory factors predicting self-identification of research participants. Based on the research results, volunteer activities to positively promote self-awareness suggested the need to practice volunteer activities according to the life cycle so that social meaning can be given. As a policy suggestion, the need for volunteer activities was closely analyzed to enable healthy self-forming for well-aging from adulthood to old age to discussed the need for policies and systems to strengthen volunteer motivation as leisure activities.

A Study on the Meaning and Cultural Properties Value of Rock-Go-Board from the Viewpoint of Site and Location Characteristics (입지와 장소 특성으로 본 암각바둑판의 의미와 문화재적 가치)

  • Park, Joo Sung;Rho, Jae Hyun;Sim, Woo Kyung
    • Korean Journal of Heritage: History & Science
    • /
    • v.44 no.4
    • /
    • pp.172-205
    • /
    • 2011
  • Go bears significant meanings in terms of cultural and entertaining functions in Asia Eastern such as China and Japan. Beyond the mere entertaining level, it produces philosophical and mythic discourse as well. As a part of effort to seek an identity of Korean traditional garden culture, this study traced back to find meanings of rock-go-board and taste for the arts which ancestors pursued in playing Go game, through analysis and interpretation of correlation among origin of place name, nearby scenery, carved letters and vicinal handed-down place name. At the same time, their position, shape and location types were interpreted through comprehensive research and analysis of stone-go-boards including rock-go-board. Particularly, it focused on the rock names related to Sundoism(仙道) Ideal world, fixed due to a connection between traces of Sundoism and places in a folk etymology. Series of this work is to highlight features of the immortal sceneries, one of traditional landscaping ideals, by understanding place identity and scenic features of where the rock-go-boards are carved. These works are expected to become foundation for promotion and preservation of the traditional landscaping remains. The contents of this study could be summarized as follows; First, round stone and square board for round sky and angled land, black and white color for harmony of yin and yang and 361paths for rotating sky are symbols projecting order of universe. Sayings of Gyuljungjirak(橘中之樂), Sangsansaho(商山四皓), Nangagosa(爛柯故事) formed based on the idea of eternity stand for union of sky and sun. It indicates Go game which matches life and nature spatiotemporally and elegant taste for arts pursuing beauty and leisure. Second, the stone-go-boards found through this research, are 18 in total. 3 of those(16.1%), Gangjin Weolnamsaji, Yangsan Sohanjeong and Banryongdae ones were classified into movable Seokguk and 15(83.9%) including Banghakdong were turned out to be non-movable rock-go-boards carved on natural rocks. Third, upon the result of materializing location types of rock-go-boards, 15 are mountain stream type(83.9%) and 3 are rock peak type(16.1%). Among those, the one at Sobaeksam Sinseonbong is located at the highest place(1,389m). Considering the fact that all of 15 rock-go-boards were found at mountainous areas lower than 500m, it is recognizable that where the Go-boards are the parts of the living space, not far from secular world. Fourth, there are 7 Sunjang(巡將) Go with 17 Hwajeoms(花點), which is a traditional Go board type, but their existences, numbers and shapes of Hwajeom appear variously. Based on the fact, it is recognizable that culture of making go-board had been handed down for an extended period of time. Among the studied rock-goboards, the biggest one was Muju Sasunam[$80(82)cm{\times}80(82)cm$] while the smallest one was Yangsan Sohandjeong Seokguk ($40cm{\times}40cm$). The dimension of length and breadth are both $49cm{\times}48cm$ on average, which is realistic size for actual Go play. Fifth, the biggest bed rock, an under-masonry with carved Go-board on it, was one in Muju Sasunam[$8.7m{\times}7.5m(65.25m^2)$], followed by ones in Hoengseong Chuiseok[$7.8m{\times}6.3m(49.14m^2$] and Goisan Sungukam[$6.7m{\times}5.7m(37.14m^2)$]. Meanwhile, the smallest rock-go-board was turned out to be one in Seoul Banghak-dong. There was no consistency in directions of the Go-boards, which gives a hint that geographical features and sceneries of locations were considered first and then these were carved toward an optimal direction corresponding to the conditions. Sixth, rock-go-boards were all located in valleys and peaks of mountains with breathtaking scenery. It seems closely related to ancestors' taste for arts. Particularly, rock-go-boards are apprehended as facilities related to taste for arts for having leisure in many mountains and big streams under the idea of union of sky and human as a primitive communal line. Go became a medium of hermits, which is a traditional image of Go-game, and symbol of amusement and entertainment with the idea that Go is an essence of scholar culture enabling to reach the Tao of turning back to nature. Seventh, the further ancient time going back to, the more dreamlike the Go-boards are. It is an evident for that Sundoism, which used to be unacceptable once, became more visible and realistic. Considering the high relation between rock-go-boards and Sundoism relevant names such as Sundoism peak in Danyang Sobaeksan, 4 hermits rock in Muju and Sundoism hermit rock in Jangsu, Sundoism hermit rocks and rock-go-boards are sceneries and observation spots to express a communication of worship and longing for Sundoism. Eighth, 3 elements-physical environment such as location type of the rock-go-boards, human activities concentrated on 8 sceneries and Dongcheongugok(洞天九曲) setup and relevancy to Confucian scholars, as well as 'Sangsansaho' motif and 'Nangagosa' symbolic meaning were used as interpretation tools in order to judge the place identity. Upon the result, spatial investigation is required with respect to Sunyoodongcheon(仙遊洞天) concept based on enjoyment to unify with the nature rather than Dongcheongugok concept of neo-Confucian, for Dongcheon and Dongmoon(洞門) motives carved around the rock-go-boards. Generally, places where mountain stream type rock-go-boards were formed were hermit spaces of Confucianism or Sundoism. They are considered to have compromised one other with the change of times. Particularly, in the rock-go-board at the mountain peak, sublimity-oriented advent of Sundoism is considered as a significant factor to control place identity. Ninth, including where the rock-go-boards were established, the vicinal areas are well-known as parts of Dongcheongugok and Palkyung(八景) mostly. In addition, many of Sundoism relevant expressions were discovered even in the neighboring carvings written by scholars and nobility, which means sophisticated taste based on longing for Sundoism world played a significant role in making go-board. The rock-go-board is an integration of cultural phenomena naturally managed by seclusion of scholars in the Joseon Dynasty as well as remains and essence of Korean traditional landscaping. Some rock-go-boards out of 17 discovered in South Korea, including ones in Sobaeksan Sinsunbong, Banghak-dong, Chungju Gongili, Muju Sasunam, Yangsan Eogokdong Banryongdae Seokguk, are damaged such as cracks in rocks or fainted lines by hardships of time and hand stains. Worse yet, in case of Eunyang Bangudae Jipcheongjeong board, it is very difficult to identify the shape due to being buried. Rock-go-boards are valuable sculptures in terms of cultural asset and artwork since they reflect ancestors' love for nature and longing for Sundoism world. Therefore, they should be maintained properly with right preservation method. Not only rock-boards itself but also peripheral places are excellent cultural heritages and crucial cultural assets. In addition, vicinal sceneries of where rock-goboards and pavilion spots are the representative remains of embracing prototype of Korean traditional landscaping and major parts of cultural properties.