Recently, Environmentally friendliness and sustainability become the main concern of rural tourism. Green-tourism is the emerging and best alternative tourism development. This paper deals with the present state of experiencing villages for green-tourism in rural areas. Several internet portal sites for rural tourism were reviewed and analyzed. Totally, 863 village are designated for experiencing villages by several portal sites. There are 281 information oriented villages, 208 farm-stay villages, 122 green experiencing villages, 93 mountain villages, 93 fishing villages. Some villages were designated duplicately for each projects. In 'Green-tour' site, the distribution of experiencing villages by region were, 49 for Gangwon, 43 for Gyungbuk, 41 for Jeonnam, respectively. The types of experiencing villages were, green experiencing village, traditional theme village, mountain village, fishing village, information-oriented village, etc. Themes of experiencing activities were 6 types, experiencing agricultural life, fishing life, traditional foods, traditional culture, ecological nature, and health/leisure sports. The kinds of experiencing activities were abundant by agricultural life, traditional culture. Otherwise, fishing life experiencing activities were dull. Also, development of ecological nature experiencing programs are suggested.
Recently, growing up in social and economic development, the lifestyle of Koreans brought many changes in the form of leisure activity and influenced a lot in leisure. In particular, the establishment of the five-day work week increased the leisure time and became popular with family activities. Accordingly, the base of the leisure population expanding, people have an interest in the new way of leisure and the desire is increasing. Camping culture that increasingly take place in the tent camping now is changing into a cultural center to enjoy the camping SUV vehicle. The desire of consumers for the design of the unique exterior and interior caravan increasingly appearing as a major requirement. In this study, we propose a caravan design development strategies to meet the needs of such customers. First analyzes the hypothesis set and to identify the Overview of the caravan, and optimization of use and the problem of the user. Proceed with the design map analysis through classification of the caravan design registered in the KIPO, and proceed to the market research and patented technology to identify and to proceed with the caravan design development strategies for the various products.
Low-rise Residential neighborhoods of Hongdae area, Garosu-gil, Samchung-dong, Itawon etc. are currently emerging new spaces for cultural consumption in the city. Nonetheless undiscerning excessive commercialization often results in monotonous urban space and deportation of residents and leaders of change; Due to commercialization and popularization recently this phenomenon is influencing surrounding low-rise residential neighborhoods. The main objective of this study is to examine how surrounding low-rise residential neighborhood transforms according to the expansion of culture-commerce spaces. Hongdae area's culture-commerce spaces and its expansion into Yeonnam-dong is investigated in specific. Especially attributes and main causes of transformation in physical and experiential space of neighborhood living facilities and residential buildings, when changed into culture-commerce related use is examined in detail. The expansion of culture-commerce space of Hongdae to Yeonnam-dong area has positive meaning in aspects of everyday experience. First, physical alteration of street-building relation increases direct and indirect contact of people. Contact opportunity carries important meaning in sense that it is prerequisite for next stage contact of network and exchange. Second, culture-commerce related programs provide the third place, where various leisure activities can take place. Attributes of transformation and positive meaning of culture-commerce spaces expanding its territory presents the need of management.
This study aims to express the androgynous image via shirts as a fashion item. Shirts are widely worn as a fashion item regardless of sex and age, with growing importance as a casual outer, with the increase in leisure activities driven by the recent implementation of the 5-Day Work Week system in Korea. As for the theoretical background, the study was reviewed previous studies of books, thesis, a series of publication, and the Internet sites on this topic. Through a careful analysis of these previous studies, it designed and made shirts that inspired by androgynous image. Conclusions of this study are as follows: First, the study found that meanings of symbolism in clothing continue to change, not fixed at all, depending on historic and cultural environments, and so does symbolism for femininity and masculinity of clothing. Second, shirts are widely worn as a fashion item regardless of sex and age, with growing importance as a casual outer, with the increase in leisure activities driven by the recent implementation of the 5-Day Work Week system in Korea. Third, two patters were used for the work in this study in order to emphasize its form, along with mono color white and stripe patterns. For materials, cotton and blend as a most basic material for a shirt were used with unique variations in the form. Fourth, decorative details or trimming such as ribbon tying methods, shirring, attaching in layers, and irregular pleading widely used for women's wear were applied, and silhouettes with strong drape feelings were used to add feminine feature to men' shirts, in an effort to propose a fashion design of the androgynous look. Fifth, clothes proposed in this study are different from feminine clothing item blouse, because they are androgynous shirts mixing masculinity and femininity. Stiff pads were used in collars and cuffs characteristics of men's traditional shirts to maintain masculinity of a shirt, and design was developed by adding feminine decorative elements, which is different from women's blouse.
This study examines that how can we pursuit the happiness through sport activities. For achieves this purpose, focusing specifically on what is happiness, physical happiness process and psychological happiness process. Therefore, this study was started that sport have an influence of individual's physical and psychological health. The conclusions of this study are like that: Individual's participation in sport is very important. Sport experience requires understanding of inherent meaning attached to sport and ongoing efforts to acquire wisdom to capitalize on sport in an appropriate manner. Sport experience should be deemed as a means of serious activities and pursuit of happiness. In sport participants, someone's age is not meaningful. As getting old, a sport participate rates and happiness are increasing. Especially, In aging society, This facts are very meaningful. Therefore Sport participation is closely related to the perceived quality of life and happiness. It can be further suggested that physically active sport-leisure participation rather than passive or sedentary leisure involvement increases perceived quality of life and happiness. Happiness is life itself.
International Journal of Advanced Culture Technology
/
v.10
no.4
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pp.137-147
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2022
In this study, for students who gave up their studies midway through college, we investigate the reasons for dropping out of college, analyze the factors that caused students to drop out, and suggest improvement measures to effectively increase the recruitment rate of enrolled students. This study explores measures to increase student enrollment in community colleges. For this purpose, it conducted a survey of students who dropped out of G College between 2018 and 2020 from June 28 to July 9, 2021. Its analysis is based on the results of 53 students who participated in the survey. First, our results suggest that programs to develop interpersonal relationships between students, faculty, and staff are necessary. Such programs will cultivate a culture of solidarity and collective identity among students, which in turn will reinforce positive experiences in college. Moreover, by developing systems to form relationships between faculty and students, colleges can have a feedback mechanism, such as an open-study program, through which they learn what the students want and need. Through this effort, colleges can help their students adjust to campuses and enhance student satisfaction in college. Second, it is necessary to develop various extracurricular programs not only for freshmen but existing students and to run hobby and leisure activity programs. To have continuous, standing extracurricular programs instead of one-time events, colleges should set up specific goals, delivery methods and strategies. Third, colleges should renovate old and outdated buildings and facilities on campus to enhance the quality of campus life. Moreover, more comprehensive improvement of facilities and a campus environment by having various convenient and leisure facilities that meet the needs and demands of students. Fourth, it is suggested to develop programs or systems that help students to more fully engage in campus lives and activities, which in turn increases confidence and self-efficacy among students. Through such programs, students can better adjust to their majors and, therefore, will be less likely to drop out of college.
The purpose of this study is to examine the causal relationship between extroversion, cultural self-efficacy, life satisfaction, and stress of participants in culture and arts leisure activities, focusing on persistent social dance participants. The first results showed that extroversion of social dancing participants had a positive effect on cultural self-efficacy. Second, extroversion has a statistically positive effect on life satisfaction. Third, extroversion did not affect stress. Fourth, cultural self-efficacy had a statistically positive effect on life satisfaction. Fifth, cultural self-efficacy had a positive effect on stress. Sixth, life satisfaction had a negative effect on stress. At last, cultural self-efficacy and life satisfaction had negative mediator effect on the relation of extroversion and stress. As a result of this study, it was confirmed that extroversion, cultural self-efficacy, and life satisfaction were significant factors in explaining stress.
This study was conducted in an attempt to determine the factors that cause excessive daytime sleepiness among 927 subway station employees located in Seoul. Data were collected with a structured questionnaire through the web site and were analyzed using SPSS 20.0 statistical software. Results showed that marital status made a statistically significant difference in general characteristics, and hobby/leisure activities made a statistically significant difference in health-related characteristics. Workplace and satisfaction with the organization made a significant difference in job-related characteristics, and physical environment, job demand, job autonomy, relationship conflicts, organizational system, inappropriate compensation, and organizational culture made a statistically significant difference in job stress factors. Factors that affect excessive daytime sleepiness were hobby and leisure activities, satisfaction with the organization, physical environment, job demand, job autonomy, organizational system and organizational culture, showing a 20.5% explanatory power. This study proposes the operation of programs that can improve the physical environment, change the organizational system and increase satisfaction with the organizational culture among station employees in order that they can enjoy their hobby/leisure life and relieve job stress so that they can avoid excessive daytime sleepiness.
This study investigated the base of marine leisure facilities and studied the future vision for development of marine industry by conducting a systematic analysis on the category of marine leisure products for development of design and specialization of southeast area of Korea. If the age of $20,000 of per capita national income is called 'the age of my car', $20,000 of per capita national income is called 'the age of my boat'. According to the report of UK-based Marine South East, the scale of world's small boat and personal waterborne equipment reached 277 trillion won in 2010 and domestic market scale is expected to be 11 trillion won. Marine leisure facilities are the new growth engine industry that the government should promote as a nation's strategic and core industry, and the government is pushing ahead with promotion of marine industry actively by announcing Marine Leisure Equipment Industry Activation Plan(June 2009, Ministry of Knowledge Economy), Marine Leisure Activation Plan(July 2010, Ministry of Land, Infrastructure and Transport), The 1st General Plan for Marina Port(January 2010, Ministry of Land, Infrastructure and Transport) etc. The purpose of marine design lies in seeking the status of the country and qualitative value in human life through functional, artistic, industrial and cultural development of design elements for all marine activities made around the sea. Related to all activities made in the ocean and cost, marine design is a sphere of design that includes special conditions centering around water. Considering the condition that 3 sides of land are facing the sea, this study systematically analyzed present condition of equipment possessed by each area, type of facilities, operational status, current status of sectoral use of marine leisure facilities and future prospect of marine leisure products that become the basis of value to raise the statue as an advanced marine power in 2010s through development of the qualitative level of the people, establishment of the direction of national strategy, convergence of industry and culture and specialization of area focusing on the actual condition survey of marine leisure facilities. Especially, this study will be predicting the basis of strategy for strengthening marketability and competitiveness by suggesting role and process of design in developing a promising marine leisure product through an actual condition survey of marine leisure products of southeast area.
Journal of The Korean Association For Science Education
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v.44
no.3
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pp.273-299
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2024
This is a qualitative research study in which three families focused on scientific culture and conducted the process of forming a family fandom using ethnography. The ultimate goal of science education is the "cultivation of scientifically literate persons.", The researcher examines families who regularly participate in informal science educational programs, such as those offered by the National Marine Biodiversity Institute of Korea, to understand the cultural ans sociological significance of these activities as part of their daily routines. This study analyzes and summarizes the experiences of three families in different home environments as to the completion of the family fandom through the process of self-sustaining cultural practice formation through family education activities, and science activities. This study found that the process tword completion is more meaningful than the completion itself, in the context of science, culture, family and fandom. The findings of this study are as follows: 1) The process of forming a family fandom began with the individual purpose of each family member. 2) The process of fandom formation was created in an organic relationship through the interaction between parents and children, and the self-sustaining cultural practice strengthened the bond and expanded the consensus on scientific culture. 3) Parents and children together share scientific culture, and unique culture in the form of sharing in their own cultural life as becoming scientifically literate people. The self-sustaining cultural practice of selecting and enjoying these scientific activities is not simple consumption of popular culture, but the role of parents as cultural designers. This has conducted experiential consumption as "refined (or sophisticated) cultural consumers," and family leisure activities as meaning production of family members so it has social and cultural implications that can be developed into a scientific culture.
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