• Title/Summary/Keyword: 관광콘텐츠

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A Study on the Development Methods of the Tourism Resources Through the Korean World Cultural Heritages (한국 세계문화유산을 활용한 관광자원개발에 관한 연구)

  • Chun Myung-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.75-80
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    • 2005
  • The purpose of this research is to verify what factors change a cultural heritage into a tourist product. And how to create tourist products through Korean world cultural heritage items in a way it contributes to the Korean tourism industry. To develope this theory of tourism product resources development we should organize a competitive strategy with concerted efforts to develop and maintain the cultural image of the historical site and devote great efforts for the preservation, development and creation of its own unique historical tradition and culture.

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Study of Cultural Experience Programs in the Arts Tourism Perspective - Focusing on the Cultural Experience Program of Jeollanam-do Art Bank - (예술관광 관점에서 문화체험 프로그램에 관한 고찰 - 전라남도 남도예술은행의 문화체험 프로그램을 중심으로 -)

  • Seo, Sun-Suk;Kim, Kyoung-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.353-354
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    • 2014
  • 본 연구는 예술관광 관점에서 파인(Pine) & 길모어(Gilmore)의 체험이론을 바탕으로 세계의 문화체험 프로그램의 성공 사례를 조사하고, 전라남도 남도예술은행의 문화체험 프로그램을 분석 및 설문하였다. 그 결과 프로그램 매뉴얼의 세부 기획 및 체계적인 시스템 구축, 프로그램 안내 및 편의를 위한 홍보 다각화, 체험자의 참여 및 동기부여를 위한 운영자의 재교육 프로그램 등이 필요한 것으로 조사되었다. 예술관광 관점에서 문화체험 프로그램은 지역성, 전통성, 자연성을 원천으로 예술관광의 차별화를 통해 자생력 있고 경쟁력 있는 예술관광 프로그램으로 발전시켜야 할 것이다.

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Effect of the Tourism Satisfaction Mad to a Well-being Lifestyle (웰빙생활태도가 관광만족에 미치는 영향)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.417-425
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    • 2010
  • The objectives of this study are defines well-being life concepts and to analyze the effects of well-being life, tourism satisfaction in the object people who has tourism experience within 1 years. The analysis result is afterwords same. First, well-being life difference of population is difference on the sex and income fact. Second, effects is between well-being life and tourism satisfaction with environment, purchase, tourism.

A Study on the Graphic Production Technology for AR Augmented Reality Game (AR 증강현실 게임구현을 위한 그래픽 제작기술에 관한 연구)

  • Ko, Ki-Hwan
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.11
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    • pp.123-132
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    • 2018
  • Recently, various methods have been studied and developed to develop the local cultural contents industry. This research has produced a mobile AR augmented reality game that anyone can easily access by developing contents that can be enjoyed with new tourists. It aims to spread 10 million tourists to surrounding tourist attractions by developing a new storytelling-based AR game using the symbol of Jeonju, which is the birthplace of the Joseon Dynasty, and promote economic value-added activities in nearby stores. GPS technology and AR marker-based action augmented reality games will be newly established as cultural contents based on new regional scenarios. Augmented reality games that combine visual resources are increasing values of local brands by playing games at Jeonju tourist attractions.

A Research on Effects of the Satisfaction and Revisiting Intension by Image of Tourist Destination: Focus on Chinese Tourist of Seongsan Sunrise Peak (외국인 관광객의 관광지 이미지가 만족도와 재방문의도에 미치는 영향에 관한 연구: 성산일출봉 방문 중국인 관광객을 중심으로)

  • Lim, Hwa-soon;Nam, Yoon-seob
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.298-307
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    • 2017
  • In this study, we investigated the image of tourist destination for foreign tourists impact on tourist satisfaction and revisiting intension. Among foreign tourists it was surveyed, which account for a large number of Chinese tourists. And Seongsan Sunrise Peak is a major tourist destination of Jeju Special Self-Governing Province was selected as a study destination. Results showed that the tourist destination image on only some elements affect tourist satisfaction. Also, tourist destination image showed only some of the elements on the impact on tourist revisit intension. Tourist destinations' satisfaction appeared to affect revisit intension. As a result, Seongsan Sunrise Peak is among the cognitive image showed two important factors, environmental factors and charmming factors. And You can learn from emotional images on the interest factor, the comfort factor, the pleasant factor is satisfied.

Suggestion for Mobile Tourism Information Supply System' Using RTLS and 2D Barcode (RTLS와 2D 바코드를 응용한 모바일 관광정보 제공 시스템의 구현 방안)

  • Yang, Sung-Soo;Huh, Hyang-Jin;Park, Si-Sa;Jo, Tae-Joong
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.81-88
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    • 2007
  • Having been speed development of information delivery using the mobile phone, it is generalization. The Mobile has one of the importance for their information searcher as tool. It is widely recognized that tourism information can be defined as useful and reliable reference which significantly influence the traveler' decision-making. This paper presents pioneer and ongoing study of the method for the pinpionting mobile tourism information system with RTLS, 2D Barcode and mobile phone itself. And, this paper relief that benefit and influence of TCO a view on the business administration points.

The Nature of Historical Time and Place as Cultural Contents and Their Potential as Tourist Resources : Focused on the Case of Seoul (역사적 시간과 장소의 문화콘텐츠적 성격과 관광자원화 -서울을 사례로-)

  • Lee, Hyeon-Goon
    • Journal of the Korean association of regional geographers
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    • v.12 no.3
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    • pp.408-420
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    • 2006
  • The present study purposed to examine the possibility of developing historicity inherent in places into tourism resources from the view that the history and location of historical cities have the nature of cultural contents. Previous researches on tourism have been focused on tourist facilities, the development of tourist attractions, economic effects, cultural policies, etc. However, the present study makes a cultural approach to historical cities to explore the meaning of places formed through history and the historicity of places, assuming that the temporal and spatial characteristics of Hanseong-bu can be developed into tourism resources. Major places of Hanseong-bu are classified according to their functions and cultural meanings, and these factors are associated with the geographical structure of the area. By landform and cultural characteristics during the Chosun Dynasty, Hanseong-bu is divided into the central part, the boundary area, and the outskirts. In addition, different elements, which can be developed into tourism resources, are found according to the landscape of Hanseong-bu, the character as a dynastic city, the environs inside the wall, and differences among localities reflecting pre-modem lifestyle.

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The Causes of Decline and the Conditions for Recovery in Tourism Sites (우리나라 관광지 쇠퇴원인 및 재생계획요건 도출과 사례 적용 연구)

  • You, Hyunah;Lee, Soonja
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.202-216
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    • 2021
  • Since the first 12 ones were designated in 1969, 228 places have been designated as tourism sites, and about 70 percent of them were designated before the 2000s. It shows that changes in most of tourism sites are needed in terms of physical, functional and environmental aspects. However, there are still not enough academic progress and policy consideration regarding the decline of tourism sites and the regeneration of them. This study aims to find the causes of decline and the factors to activate in tourism sites, to draw important conditions to recover the attractiveness of tourism sites in decline from the comprehensive analysis of causes and factors, and to apply the conditions to a real case in severely declining stage. According to the findings, the conditions for recovery could be restructured into four categories: 'The upgrade of hardware such as facilities in tourism site', 'the development of software such as contents and programs', 'the reinforcement of local capacity and institutional grounds' and 'the expansion of functions and the building of networks with various external stakeholders such as expert groups, related enterprises, talented individuals and so forth.

Virtual Reality Based Cultural Tourist Attractions converging with Souvenir (수베니어를 융합한 가상현실 기반의 문화 관광지 가상체험 서비스)

  • Lee, Ga-Yeon;Lee, Seok-hyun
    • Journal of Convergence for Information Technology
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    • v.7 no.3
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    • pp.111-116
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    • 2017
  • This study offers the possibility as a new product of souvenirs from cultural tourist sites with virtual reality contents, instead of a simple exhibit. Users can watch augmented reality contents on souvenirs, and use the virtual experience service of cultural tourist sites with VR viewer. It has 4K-class high-quality $360^{\circ}$ image capture to increase the immersion of users in virtual space, implement virtual reality space and intuitive UI interaction with users using IMU (Inertial Measurement Unit). It is also possible to apply various add-on functions, including 3D contents, through technical development to increase its marketability, and apply in other industries. In addition, the prototype of the souvenir and VR viewer will be made by using a 3D printer and such in order to apply the contents which will be introduced in this study. Various product expansions can be considered through consultation with the relevant companies for the use of ready-made products.

A study on the mobile game user's interaction using social network analysis (소셜네트워크 분석을 통한 모바일 게임 이용자들의 상호작용 연구)

  • Seok, Hwayoon;Yoo, Changsok;Joo, Yeajin;Ju, Jinyoung;Kwon, Hyoungjin;Yang, Seong-Il;Nam, Yoonjae
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.53-66
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    • 2021
  • This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key roles in the game users' network and tend to make a large sub-group for interacting among users. Third, it is suggested that the analysis of network structure among users can be a useful tool for monitoring which in-game events are effective and how they are mutually interconnected for collaboration.