• Title/Summary/Keyword: Leisure experience

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Health Behavior Changes in Korean Adolescents before and during the COVID-19 Pandemic: Secondary Data Analysis of the 2019~2020 Youth Health Risk Behavior Web-Based Survey (코로나19 팬데믹 전후 청소년의 건강행태 비교: 2019~2020 청소년 건강행태 온라인조사를 이용한 2차 자료분석)

  • Lee, Jinhwa;Kwon, Min
    • Journal of the Korean Society of School Health
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    • v.34 no.3
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    • pp.179-189
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    • 2021
  • Purpose: The purpose of the study was to investigate health behavior changes in Korean adolescents before and during the COVID-19 pandemic. Methods: A descriptive cross-sectional design was employed. Data were obtained from the 15~16th (2019~2020) Korea Youth Risk Behavior Web-based Survey. Overall, the data of 112,251 students, 57,303 before the COVID pandemic and 54,948 during the pandemic, were included. The data were analyzed using rao-scott 𝝌2-test, t-test, ANCOVA and logistic regression analysis. Results: While sitting time for study decreased, sitting time for leisure increased in the 2020 group compared to the 2019 group. The 2020 group was more likely to skip breakfast and have a higher BMI than the 2019 group. The 2020 group was less likely to consume fruit and engage in moderate and vigorous physical activities than the 2019 group. The 2020 group was less likely to engage in CC, EC, and HTP current smoking and be exposed to secondhand smoke at home, school, and public places than the 2019 group. The 2020 group was more likely to be satisfied with sleep, but less likely to experience stress, depression, suicidal ideation, suicidal plans, and suicidal attempts than the 2019 group. Conclusion: It is necessary to reduce sedentary time, encourage physical activities, manage smoking and drinking rates continuously, and establish a network system to prevent psychological loneliness and isolation for adolescents, which requires participation of experts from the community as a whole.

Analysis of the Utilization of Mobile Applications by Generation Z using Topic Modeling :Focusing on Users' Essay Data (토픽모델링을 활용한 Z세대의 애플리케이션 효용성에 대한 분석: 이용자의 에세이 데이터를 중심으로)

  • Park, Ju-Yeon;Jeong, Do-Heon
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.43-51
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    • 2022
  • The purpose of this study is to provide basic information necessary for the establishment of mobile service marketing strategies, educational service development, and engineering education for Generation Z by analyzing the utilitization of various applications by Gen Z. To this end, 177 essays on mobile service usage experience were collected, major topics were analyzed using topic modeling, and these were visualized through word cloud analysis. As a result of the study, the main topics were related to 'transportation' such as movement and public transportation, 'personal management' such as schedule management, financial management, food management, 'transaction' such as checkout, meeting, purchase, 'leisure' such as eating out, travel, study, culture. Additionally, words such as time, thought, people, life, bus, information, confirmation, payment, KakaoTalk, and so on were found to have a high of frequency of use. Also, there was found to be a difference between topics by college. This study is meaningful in that it collected essays, which are unstructured data, and analyzed them through topic modeling.

The Effect of Sound Wave Application Training on the Psychological Skills of Volleyball Players

  • Sunmun, Park
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.286-293
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    • 2022
  • In this study, we extracted sound waves that can improve psychological skills for volleyball players, investigated the changes that the application training of the extracted sound waves has on the brain waves of volleyball players, and the changes in brain waves are the psychological of volleyball players. The purpose of the research is to investigate the effect on technology. In order to achieve this purpose of the study, a total of 10 people from the experimental group and 10 from the control group were selected as the research subjects of university volleyball players with more than 5 years of volleyball experience. The experimental procedure was for the experimental group to listen to sound waves for more than 30 minutes at least 4 times a week for 12 weeks, and brain waves were measured 3 times before, during, and after. In addition, psychological skills were measured twice before and after. The measured data were subjected to t-test and two-way variance repeated measures analysis using SPSS 20.0. The results obtained through this process are as follows. First, as a result of analyzing the differences in psychological skills according to sound wave application training, there were statistically significant differences in goal setting and attention factors of the experimental group. Second, as a result of repeated measurement variance analysis at each time point according to the application of the sound wave application training program, it was found that alpha waves had a synergistic effect at the statistical significance level in the experimental group. Third, as a result of repeated measurement variance analysis at each time point according to the application of the sound wave application training program, it was found that the beta wave had a synergistic effect at the statistical significance level in the experimental group.

A Study of Negative Interaction Between Customers for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 소비자 간 부정적 상호작용 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.2
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    • pp.223-238
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    • 2017
  • Due to recent increasing of tour, leisure industries, customer's usage of service became more grouped and customer-to- customer interaction became more important. Under these service environment, it is easy to find cases of damaging other customer's service experiences by some customers who use service in selfish manner. Customers called 'Jaycustomer' usually happen in low frequency, but they are serious service failure because they can deliver bad service experience. It seems previous service design tools couldn't handle these cases enough. So it will be good to reinforce to handle these incidents. This study was based on the empirical insights of service design case study by using 'evil persona'. Literature review and survey were performed to find out proper servicescape for 'evil persona'. From analysis, the service environmental factors which affect frequency of negative customer-to-customer interaction were selected. Also, many cases of such negative behavior were gathered and sorted to find types and patterns which affected by selected service environmental factors.

Development of a Happiness Scale for Korean Old People (한국 노인의 행복 요인 탐색과 척도개발)

  • Im, Eunki;Jung, Taeyun
    • 한국노년학
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    • v.29 no.3
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    • pp.1141-1158
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    • 2009
  • This study was conducted to explore the determinants of happiness for Korean Old People. A total of 105 Korean old people responded to open-ended questions about their happiness. From the content analysis of those reponses were happiness-related 70 items derived. Then 200 old people rated themselves on the list of those items. Factor analysis of those data ended up with 33 items of 8 factors, which were ①Family relationship, ②Religion, ③Financial ability, ④Health, ⑤Work/Job, ⑥ Psychological stability, ⑦Leisure, ⑧Public welfare. This Happiness Scale for the Korean old people, Subjective wellbeing Scale, Emotion experience Scale, and Self-esteem Scale were also administered to the identical 200 Korean old people. Results indicated that the construct validity of this new Happiness Scale for Korean old people was obtained. Finally, the implications and limitations of the present study and suggestions for further studies were discussed.

Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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Structural Model between Golf wear Brand Authenticity and Brand Attachment and Loyalty (골프웨어 브랜드 진정성과 브랜드 애착 및 충성도 간의 구조적 모형)

  • Jin-Ho Shin
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.6
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    • pp.824-830
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    • 2022
  • This study attempted to provide basic data on the golf wear brand strategy plan by verifying the structural model between golf wear brand authenticity, brand attachment, and loyalty. Therefore, subjects with experience in purchasing golf wear over the past 12 months were selected as samples, and 292 copies of data were used for final analysis. As for the data processing method, frequency analysis, internal consistency of reliability, confirmatory factor analysis of validity, correlation analysis and structural equation model analysis were conducted. The program utilized SPSS (ver. 21.0) and AMOS (ver. 20.0). As a result of the study, first, it was found that the brand authenticity of golf wear had significant effect on brand attachment. Second, brand attachment of golf wear had significant influence on loyalty. Third, brand authenticity of golf wear had significant influence on loyalty. Lastly, brand attachment between golf wear brand authenticity and loyalty showed partial mediated effect.

An Importance and Satisfaction Analysis for Improvement Efficiency Use of Waterfront - A Focus on the Waterfront Analysis for Domestic and Foreign Dragon Boat Festival - (친수공간 이용효율성 개선을 위한 중요도·만족도 분석 - 국내·외 드래곤 보트 페스티벌을 위한 친수공간 사례로 -)

  • An, Byung-chul
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.4
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    • pp.86-99
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    • 2016
  • This study was for analyzing the external environment and internal space structure and improving the way of use efficiency in waterfront through the Dragon boat festival to utilize waterfront actively. Through from the four target area, Hongkong, Busan, Incheon and Daejeon, this study was for an importance and satisfaction analysis for users about the element effect on the waterfront use efficiency and the contribution to cultural contents revitalization of waterfront by giving basic data. The result is as follows. First, in the importance analysis about 12 items, modern cultural infra around the waterfront was ranked highest, 8.26 and waterfront landscape, square & openspaces, convenience facilities, transport, green area, quality of viewing space, historic resources, pedestrian, suitability of width, wave, depth, water quality, berth & mooring were ranked in descending order. Second, waterfront landscape was interpreted by rather the external environmental impact according to city size than the matter of spatial structure in target area and judged as an important factor effect on site selection for waterfront. In the analysis of waterfront landscape, the reason of the high satisfaction about domestic target area was that riverside parks were recently made considering their waterfront activities. Viewing space was major infra where people could experience the pleasant waterfront and watch dynamic water leisure sports like Dragon boat three dimensionally and was thought to be improved for the use efficiency. Third, tourism resources were very important element that affect the use efficiency of waterfront, so waterfront users react sensitively to modern tourism resources rather than to historic resources. This meant that tourism infrastructure for shopping and leisure of the young affected the use efficiency of waterfront, so Hongkong and Busan were in a better position in terms of using waterfront that was near the tourism infrastructure. Fourth, in the analysis of traffic accessibility, both Hongkong and Busan were high evaluated in terms of excellent traffic accessibility by subway. Daejeon was low rated in terms of the satisfaction of use efficiency, because of the relative lower place awareness compared with transportation infrastructure. In Hongkong, waterfront was connected with downtown and in Busan, housing complex and shopping centers were located in the place for users in an easily accessible on foot, so the satisfaction was high-pitched. Finally, in the importance of water surface width and the analysis of satisfaction, except Incheon, all the three were over 200m in width of water surface and this meant the surface width above certain level was interpreted to interrupt the concentration of enjoying the water leisure sports. In the analysis of surface condition such as water quality, water depth and wave, through a survey, Busan had a problem with water quality and Gapcheon in Daejeon had a problem with optimal water depth by the festival participants.

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.

Factors Influencing the Reuse Intention of Social Commerce Foodservice Product - Perceived Risk and Price Consciousness - (소셜커머스 외식상품 재이용의도의 영향요인 - 지각된 위험과 가격의식성을 중심으로 -)

  • Jeon, Hyeon-Mo;Kwon, Na-Kyung
    • Culinary science and hospitality research
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    • v.22 no.4
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    • pp.114-127
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    • 2016
  • The study, focused on social commerce food service consumers, attempted to test the relationship between perceived risk and price consciousness, and suggested that perceived risk and price consciousness, the the degree to which price is considered when purchasing goods, affect reuse intention. Through such test results, the study aimed to provide useful practical implications for establishing marketing strategies of companies related to food service social commerce, and those looking into behavioral intentions of social commerce using food service consumers. The subjects of the study were male and female residents of Korea over 2-years of age who have had some experience purchasing a dining out item through social commerce. The social commerce company selected for sampling was Coupang, which was the number 1 shopping App in 2014 based on the number of yearly visitors. A questionnaire-based survey was conducted on respondents who had indicated that they had experience purchasing foodservice goods through Coupang. The results revealed that source risk, privacy risk, psychological risk, and time-loss risk had negative influences on reuse intention. However, social risk and financial risk did not exhibit any influences. Price consciousness had positive influences on reuse intention. The study explored perceived risk and price consciousness as elements to affect continuous use of social commerce of foodservice consumers.