• Title/Summary/Keyword: leisure activity experience

Search Result 75, Processing Time 0.019 seconds

Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
    • /
    • v.9
    • /
    • pp.37-66
    • /
    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

  • PDF

A Study on the Types of Jazz Performance Audiences Using Q Methodology (Q 방법론을 적용한 재즈공연 관객의 유형에 관한 연구)

  • Jeong, Woo Sik
    • Korean Association of Arts Management
    • /
    • no.53
    • /
    • pp.5-45
    • /
    • 2020
  • This study aims to deeply analyze the subjective attitude of jazz performance audiences in Korea using Q methodology. In order to establish a population for the research, we decided 'People's mind about jazz performances' as the main topic and finally selected a Q model consist of 38 statements after having a depth interview with corresponding experts. Additionally, from January to February 2019, we implemented a Q-sorting and individual interview to total of 27 people including people majored in music, jazz club members and other citizens. The result were the following. First of all, a musical-interest oriented type. People of this type understood watching jazz performance as a daily leisure activity and went to watch a show more than once a month on overage. Those people obtained information of performances and actors before attending a show using social network such as SNS and jazz clubs. They also had a big desire to have an emotional interaction with jazz musicians while having a fan signing event or performance. Secondly, a general-interest oriented type. This type of people had a tendency of considering watching a jazz performance as a especial experience and not a daily life event. Attending a jazz performance was a novel experience which could be done with their close friends in a special day. Thirdly, people with self-value oriented type. This people were majored in jazz and classic in their universities. As they had a concrete perspective, professional knowledge and experiences, they were more sensitive on the general quality of the performances such as show's sound, light, video, sound system of the theater, player's ability, level of facilities, accessibility, etc. rather than the reputation of an artist. This research did not only revealed jazz audience's subjective tendency using Q methodology but also demonstrated the types of jazz audiences and their characteristics. Therefore, this could be a meaningful study for suggesting a significant implication for the marketing mix of performance planning on each jazz audience type.

The Effects of Stress on Salivary Cortisol Level of Some of the Dental Hygienists (일부 치과위생사의 스트레스가 타액 코티졸 농도에 미치는 영향)

  • Lee, Jung-Hwa;Kim, Chang-Yoon
    • Journal of dental hygiene science
    • /
    • v.12 no.1
    • /
    • pp.63-70
    • /
    • 2012
  • The purpose of this study was to research sociodemographic characteristic, work-concerned characteristic, health behavior, life stress, psychosocial stress, job stress and self-esteem of dental hygienists and to find their effects on cortisol level in saliva. The target of this study is 219 dental hygienists registered in Daegu and Gyeongbuk Dental Hygienists Association as of February 2010. For life stress, there was significant difference depending on working years of current job(p<0.05), self health status and regular meal(p<0.01). For psychosocial stress, there was significant difference depending on age(p<0.05), daily working hours(p<0.01), self health status, sleeping hours, regular meal and hobby and leisure activity(p<0.01). For job stress, there was significant difference depending on academic background (p<0.05), job experience, position, man power appropriateness in department and working years of current job(p<0.05). For cortisol level in saliva, extra working days(p<0.05) and self health status(p<0.05) showed significant difference and job stress and cortisol level in saliva showed the negative correlation(p<0.01). Health behavior gave a significant effect to life stress by path coefficient -36.807(p<0.05) and that to psychosocial stress by path coefficient -5.209(p<0.001). And health behavior also gave a significant effect to self-esteem by path coefficient 0.561(p<0.05). Life stress gave a significant effect to psychosocial stress by 0.012(p<0.05) with self-esteem to psychosocial stress by -2.437(p<0.001) and psychosocial stress to job stress by 0.523(p<0.001). Job stress gave a significant effect to cortisol level in saliva by -0.060 (p<0.05). It was found that the most significant factor that affects cortisol level in saliva was job stress, but showed negative correlation. It can be assumed that chromic job stress cause shortage in cortisol excretion, and caused lower cortisol level in saliva.

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.

Analysis of Physical Status on COVID-19: Based on Impacts of Physical Activity (COVID-19에 대한 운동중재효과 분석)

  • Kim, Kwi-Baek;Kwak, Yi Sub
    • Journal of Life Science
    • /
    • v.31 no.6
    • /
    • pp.603-608
    • /
    • 2021
  • The purpose of this perspective research is to discuss the potential role of exercise-interventions in COVID-19, terms of prevention and prognosis in the periods of the COVID-19 vaccine. SARCO-CoV-2. COVID-19 was detected as a new virus causing severe cardiovascular and respiratory complications. It emerged as a global public health emergency and national pandemic. It caused more than 1 million deaths in the first 6 months of the pandemic and resulted in huge social and economic fluctuations internationally. Unprecedented stressful situations, such as COVID-19 blue and COVID-19 red impact on many health problems. In healthy individuals, COVID-19 infection may induced no symptoms (i.e., asymptomatic), whereas others may experience flu-like symptoms, such as ARDS, pneumonia, and death. Poor health status, such as obesity and cardiovascular and respiratory complications, are high risk factors for COVID-19 prevention, occurrence, and prognosis. Several COVID-19 vaccines are currently in human trials. However, the efficacy and safety of COVID-19 vaccines, including potential side effects, such as anaphylaxis (a life-threatening allergic reaction) and rare blood clots, still need to be investigated. On the basis of direct and indirect evidence, it seems that regular and moderate physical exercise can be recommended as a nonpharmacological, efficient, and safe way to cope with COVID-19. Physical inactivity and metabolic abnormalities are directly associated with reduced immune responses, including reduced innate, CMI, and AMI responses. Due to prolonged viral shedding, quarantine in inactive, obese and disease people should likely be longer than physical active people. Multicomponent and systemic exercise should be considered for the obese, disease, and elderly people. More mechanism research is needed in this area.