This study aims to develop a life-friendly, wrap-one-piece style dance sports practice wear considering the physical characteristics of middle-aged, abdominally obese women. These types of practice wear allow people to enjoy exercise easily and to wear these garments as daily wear while meeting the requirements for dance sports wear. The three participants selected for this study were all women with five or more years of dance sports experience and were all average sized on Korea’s abdominal obesity scale. In the first phase of the study, practice wear was created in a total of nine styles with three different styles of neckline depths for three different styles of dress skirt lengths. In the second phase of the study, the practice wear was created in 15 styles with five different styles of sleeve lengths for three different styles of waistline heights. After analyzing the design preferences of the participants, the fit preferences of the designs were evaluated and the final appearance was analyzed in order to suggest a pattern. The results of the subjects’ first and second preference evaluations showed a preference for a 10 centimeter neckline depth, for high waistlines, and for elbow to wrist-length sleeves. The implementation of this research is expected to be extensive, as its results can be used as basic data for making lifestyle dance sports practice wear that covers the physical insecurities of middleaged, abdominally obese women and enables them to enjoy their leisure time.
The purpose of this study was to examine the difference of middle school students’ game-oriented life according to their game usage patterns. The subjects of the study was 1,861 school students included in the panel data from the survey conducted by The National Youth Policy Institute. For data analysis, SPSS WIN 21 program was used to conduct one-way ANOVA. The result shows that the frequency of game play, the number of hours they play game on weekdays and weekends and the time span of game play were related to the game-oriented life. However, this tendency was not applied to those who don't play game at all. This suggests it could be more desirable to regulate students to play game for an appropriate amount of time rather than prevent them from playing games at all, when it comes to the matter of the potential problem according to playing games.
목적: 본 연구는 한국과 캐나다 청소년기 근시안의 생활패턴을 비교, 분석하였다. 방법: 경기도 중·고등학교에 재학 중인 근시안 332명과 캐나다 Ontario 주 Toronto 시 중·고등학교 재학 중인 근시안 288명을 대상으로 굴절검사를 실시하였다. 굴절검사는 한국의 굴절검사 항목을 기준으로 하여 캐나다 굴절검사 항목 가운데 한국과 동일한 항목을 검사 결과로 선택하였다. 생활패턴에 관한 설문항목은 기존 선행연구에서 활용한 항목에 필요한 항목을 추가하였으며, 설문조사는 안경원을 방문한 학생들에게 직접 실시하였다. 결과: 평균 근시도는 한국 학생이 약 2.79D, 캐나다 학생이 약 2.89D로 캐나다 학생이 근시도가 약간 높았으나 통계학적으로는 유의한 차이가 없었다(p>0.05). 근거리 작업과 관련요인인 수업시간, 학원수업, 숙제시간, 게임시간은 캐나다 학생이 한국 학생보다 더 길었고, 게임시간(p=0.009)과 숙제시간(p=0.001)은 한국과 캐나다 간에 유의한 차이가 있었다. 독서거리와 컴퓨터 주시거리는 캐나다 학생이 한국 학생보다 짧으나 통계학적으로 유의한 차이는 없었다(p>0.05). TV 시청시간은 한국 학생이 더 길었고, TV 시청거리는 한국 학생이 더 짧았으며, TV 시청시간과 시청거리는 한국과 캐나다 간의 유의한 차이가 있었다(p0.05), 한국 학생은 학원수업 시간과 수업시간이 근시도와 통계학적으로 유의한 차이가 있었다(p
This study investigates the impact of International Monetary Fund(IMF) Age on the household behavior of food consumption and analysis the related factors(demographic variables, family life style) to find out the reasonable consumer's consciousness and food market conditions. The results are as follows. 1. General life style and food life style, considered as family life style, were classified into 7 types and 9 types respectively as family life style by factor analysis. 2. The rationality of using and disposing stage on food life has increased, the rationality of the planning stage on food life has decreased since the IMF age began. But the rationality of overall food consumption has hardly changed. 3. The amount of purchasing was decreased, discount store was favorite place to buy food, and safety and freshness were major determinants in purchasing for most of food items. But this was different with food items. The various information sources were used impartially to buy food, cash was used mainly, and the degree of using the discount ticket/coupon was a little low. 4. Income level is an influential factor on the rationality of the planning and purchasing stage on food life, while environment-oriented food life style has influenced on the rationality of using and disposing stage. The purchasing amount of grain products, meats, milk products, bread and snacks, drinks, alcoholic drinks, water and convenience goods has influenced by demographic variables, eating out had been influenced by general life styles, and fruits, healthy foods, processed foodstuffs, favorite foods, vegetables seaweeds, import foods and seafood had been mainly influenced by food life style since IMF age began.