• 제목/요약/키워드: Leisure Perception

검색결과 159건 처리시간 0.02초

베이비부머세대의 성공적 노화 : 중산층을 중심으로 (Successful Aging of the Middle-class Baby Boomer Generation)

  • 홍성희;곽인숙
    • 가족자원경영과 정책
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    • 제16권4호
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    • pp.69-92
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    • 2012
  • The purpose of this study is to describe and analyze the baby boomers' perception of and preparation for their successful aging. Seven women and three men were interviewed with the use of an unstructured questionnaire. Their perceptions of their likelihood of future successful aging were not negative, and were influenced by a range of considerations that included health, leisure, finance, volunteer services, family relationships, and elderly life without children's supports. They tried to prepare several kinds of sports, leisure activities, and volunteer services for their elderly life. However, their reasons for preparing these activities varied, and the background of their differences consisted of the family background, personal values, and experiences. Moreover, men and women responded differently to their personal experiences as they related to their elderly life. Women were likely to match their family relationship with their perception and preparation for successful aging, and men were not.

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A Study on the Perception of Corona19 Period Play Culture Based on Big Data Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.196-203
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    • 2020
  • In this study, we tried to explore the actual direction for the play culture by looking at the social perception of the change of play culture due to the Corona 19 using big data analysis. For this research, we used Textom, a website specializing in collecting big data, and collected 10,216 data using keywords of "Corona + Play," "Play Culture" and "Leisure" from January 19, 2020 to September 30, 2020, when the first confirmed case of Corona 19 occurred in Korea on various portal sites at home and abroad. The results of this paper showed that the social perception of the play culture in Corona 19 was 51.61%, not much different from the negative image of 48.15%. It is necessary to develop a play culture program that can identify people's various desires and emotions under the premise that situations similar to the current With Corona period and Corona19 can occur at any time, and find mental and physical stability and vitality in unstable situations. In addition, the results of this study can be used as basic data for the development of play culture policies or programs, with the significance that this study helped vitalize big data utilization research in the fields of play, leisure, and culture.

The Effects of Physical Education Class Participation and Perception on Stress and School Life Adaptation

  • Sunmun Park;Haoyuan Lee
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.256-266
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    • 2023
  • The purpose of this study is to investigate the relationship between stress and school life adaptation according to the degree of participation in physical education class and perception of middle school students. In order to achieve this research objective, the subjects of this study were sampled using cluster random sampling from male and female students attending middle schools in Gwangju Metropolitan City and Jeollanam-do in 2020. 150 males and 150 females, a total of 300 people were sampled. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 21.0 Version. The conclusions obtained in this study through data analysis by such methods and procedures are as follows. First, it was found that middle school students' participation in physical education classes and perceptions had a partial effect on stress. Second, it was found that the degree of participation and awareness of middle school students' physical education class had a partial effect on their adaptation to school life. Third, middle school students' stress was found to have a partial effect on school life adaptation.

A Study on the Relationship Between Health Club Users' Perception of Service Quality and Use Satisfaction and Loyalty

  • Chung, Youngjin;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.145-153
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    • 2021
  • The purpose of this study is to investigate the effect of health club users' perception of service quality on user satisfaction and loyalty. The purpose of this study is to investigate the effect of health club users' perception of service quality on user satisfaction and loyalty. In order to achieve this research purpose. In 2020, participants in health clubs over 20 years old residing in Gwangju Metropolitan City and Jeollanam-do were selected as the population and a total of 300 subjects (273 males and 127 females) were selected using a convenient sampling method. The data collected using this was statistically processed according to the purpose of analysis using SPSS 20.0 version. The results obtained through this research process are as follows. First, it was found that the health club users' perception of service quality had a partial effect on user satisfaction. Second, it was found that the service quality perception of health club users partially affected the loyalty. Third, it was found that health club users' satisfaction with use partially affected their loyalty.

옥외여가공간의 다중감각 선호 및 이미지 영향력 연구 (A Study on the Multi-sensory Preferences and Image Influences of Outdoor Leisure Spaces)

  • 윤희정;임승빈
    • 한국조경학회지
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    • 제34권3호
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    • pp.23-31
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    • 2006
  • Multi-sensory design results from sensory design paradigm and image centricism, which stimulates 5 sensation; visual, auditory, haptic, smell and taste sensation when we experience environment. This is helpful for designing outdoor space considering integrated sensation not only visual and auditory sensation as well as for improving visitor's satisfaction. Therefore, this study mainly intended to analyse the multi-sensory preference and the image influence of outdoor leisure space. For these purpose, this study selected 3 leisure spaces around Seoul city; Gwan-ak mountain(the type oriented natural resource), Insa-dong(the type oriented cultural resource) and Seoul land as theme park(the type oriented facility) and a survey was performed with a total of 204 visitors at the above spaces in winter and summer. The results of this study indicate that visual sensation was evaluated most high at 3 outdoor leisure spaces in both winter and summer. Visitors at Gwan-ak mountain and Seoul land prefer visual and haptic sensation, but visitors at Insa-dong prefer visual and haptic sensation in summer, visual and taste sensation in winter. Above all, this study led the designer to consider diverse sensation to access leisure space, especially haptic sense, which can be an effective design strategy to satisfy visitors.

대학생의 라이프스타일 유형과 자녀관에 관한 연구 -경상남도 지역을 중심으로- (A Study on the Lifestyles of University Students and their Perception of Childbirth with a Focus on the Gyeongsangnam-do Area)

  • 김진희
    • 가족자원경영과 정책
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    • 제18권2호
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    • pp.1-15
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    • 2014
  • The purpose of this study was to investigate the impact of lifestyle on the perceived value of children in university students. Questionnaires were distributed to 467 university students with questions covering topics including general personal information and characteristics, lifestyle type, and value of children. First, a cluster analysis based on lifestyle showed that the subjects could be categorized into three groups: negative-leisure types, active-achievement types, and affirmative-fidelity types. The negative-leisure type was highly leisure-oriented and showed a negative self-value; the active-achievement type showed a perspective that valued personal and occupational self-development and a high level of labor-oriented value; and the affirmative-fidelity type favored materialism, seeking occupational aptitude and worth and showing a positive self-value. Second, an investigation of the impact of these three lifestyle types on the students' value of children revealed that the active-achievement type group had high level of belief in the necessity of childbirth, the affirmative-fidelity type group highly valued fulfilling an active parent role, and the active-achievement type group were inclined to delay childbirth. Further, the negative-leisure type group wanted the lowest number of children, while the affirmative-fidelity type group wanted the highest number of children. This study reveals that university students' lifestyle does have an effect on their value of children. It is therefore proposed that a value-focused population education for increasing fertility should relate not only to individuals' value of children but also to their broader lifestyle.

전남지역 농가부부의 노동과 여가 : 의식 및 시간분석 (Time analysis and Attitude on Work and Leisure of Rural Couples in Chonnam District)

  • 한경미
    • 대한가정학회지
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    • 제35권6호
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    • pp.111-125
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    • 1997
  • The purposes of this study were to analyze the work and leisure of rural couples in Chonnam district, to examine couple's perception about farm life, to analyze the factors influencing the time use of husbands and wives. 300 farmhouses were selected by stratified sampling from 20 Myon in Chonnam district, 244 husbands and 283 wives were interviewed using questionnaire and time diary. The major results are as follow : 1) The rural couples have not pride on agriculture, the level of satisfaction and policy reliability was low, and impoverished conditions was high. 2) work time of wives was two hours longer did, and leisure time of wives was 73 minutes shorter than their husbands. 3) The time use of husbands and wives were significantly influenced by agricultural type, farmwork, house work time, age etc.

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대도시 주민의 근린옥외여가시설 선택모형을 기초로 한 시설지 배분에 관한 연구 (A Study on the Facilities Distribution based on the Choice Model of the Outdoor Leisure-Facilities in a Neighbourhood Unit of the Megalopolis Citizens. -In terms of the Comparison of Choice Models and the Limitations of Use Areas between the Megalopolis-)

  • 최기수;김한배;진양교;진상철;허미선
    • 한국조경학회지
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    • 제23권1호
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    • pp.123-139
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    • 1995
  • The megalopolis citizens are reevaluating the expectant value and the perception of leisure aceording to increasing the level of their incomes, The leisure of citizens is increasing in the aspect of quantity and quality of life nowadays In the site planning of leisure, the concrete understanding about people's choice of a leisure site will be the most important thing, not only for the aspect of improvement of the quality of life but also efficiencies of the land use The purposes of chi study are firstly, to find out the factors which are influenced on a choice of Outdoor leisure facilities in neighbourhood unit and to Compare the Characteristics Of Choice models between the three metropolitan areas, secondly, to predict a limitation of use areal according to the change of a needed time based on the metropolitan's standard choice model For the choice model establishment this research used Logit Model which has been used in the field of the traffic, the tourism and the economics. This research made the results which find out the influencing variables with needed times, the accessibility and the percentage of facilities. The lindtations of use areas come out the results which are predicted according to the change of needed times as a most influencing factors. The range of each preferred leisure facility is about 956 meter distant in the neighbourhood park about 644 meter distant in the pocket park about 604 meter distant in the recreation center, about 628 meter distant in the tennis court about 974 meter distant in the private hob by facility and about 528 meter distant in the library from the apartment unit The recreation center and the library are nearer facilities than the other facilities. But these facilities are surveyed to be more or less influenced by an interesting progran, a context of events and the level of useful facilities, etc.

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여가 문화 활동으로서 게임의 사회적 기능 (Social function of game as a leisure activity)

  • 유석호;이완복
    • 디지털융복합연구
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    • 제10권7호
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    • pp.245-251
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    • 2012
  • 게임 산업에 전반에 대한 부정적인 인식이 올바른 게임 문화 정착에 걸림돌이 되고 있는 시점에서 여가문화의 중요 선택 활동으로서 게임의 기능을 살펴보는 연구로서 본 연구의 의미가 있다. 여가시간에 즐겨하는 활동의 하나로서 게임의 주요 순기능으로는 스트레스해소와 긴장완화, 다양한 정체성체험과 긍정적 사회화경험, 자아존중감 강화와 이상형적 자아실현, 독립적 사고 및 문제해결능력강화, 학습동기부여, 신체능력향상, 공격적 성향의 감소, 평등적 의식배양, 기술문명에 대한 친숙감증가, 다양성에 기반을 둔 개성강화 등 10가지로 분석하여 보았다.

1인 가구 중년여성의 시간 사용 인지에 따른 생활시간 실태 연구 (The Study on the Pattern of Using Daily Behaviors by Time-Use Perception of Middle-Aged Women in One-Person Households)

  • 문경아;조원지
    • 한국콘텐츠학회논문지
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    • 제21권7호
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    • pp.601-608
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    • 2021
  • 본 연구는 2019년 통계청의 생활시간조사 데이터를 활용하여 도시에서 거주하고 있는 1인 가구 40, 50대 중년여성 594명을 대상으로 시간 부족과 여유로 구분하여 시간인지 정도에 따라 일상생활-주 활동의 수행에 소비하는 시간량 패턴에 대하여 알아보았다. 일상생활 행동별 시간량의 차이에서는 두 그룹 모두 개인 관리에 상대적으로 많은 시간을 소비하고 있음을 알 수 있었다. 시간 부족 그룹은 일, 문화 및 여가활동, 가정관리순, 시간 여유 그룹은 문화 및 여가활동, 일, 가정관리 등의 순으로 일상 시간을 사용하였다. 1인 중년여성의 시간인지는 일상생활의 주요 행동 패턴의 차이를 보이며, 문화 및 여가활동과 일은 이들의 중요한 일상 행동으로 보인다. 이 연구는 중년층 내 1인 가구 중년여성의 시간 사용을 살펴봄으로써, 향후 노년기 삶의 질 제고를 위한 생활시간 활용 방향과 정책 지원의 기초자료를 제시하고자 한다.