Food tourism has grown exponentially every year and food is now considered a vital component of the tourism experience. In recent years, smartphone applications have emerged as a new tool helping travelers create experiences, which allow a number of users to access easily informations about foods while traveling abroad. This study propose a new developing model of food cultural contents for smartphone application for international travelers, 'menu guide for international travelers'. It was created by a group of experts in food culture, who had been lived or are living in 10 different countries, and the collective intelligence enabled to create extensive and reliable food cultural contents. Therefore, it is considered that this developing model of food cultural contents will be a good example for the development of mobile contents for smartphone applications.
Cho, Yun-Mi;Lee, Sang-Gu;Kim, Jung-Woo;Kang, Na-Rae;Sohn, Min
Child Health Nursing Research
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v.25
no.4
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pp.367-376
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2019
Purpose: Study purpose was to describe the child safety injury experiences, injury prevention behaviors and educational needs of immigrant Vietnamese women on Jeju Island, and to explore associations among those factors. Methods: A descriptive correlational study was conducted using structured questionnaires to collect data from immigrant Vietnamese women who visited a multicultural centers on Jeju Island from January to April, 2017. Results: Data from 60 women were analyzed. They were $28.2{\pm}5.5$ years old, had resided in Korea for $40.6{\pm}31.1$ months, and had $1.5{\pm}0.6$ children on average. In total, 51.7% had previous injury prevention education, 68.2% had experienced child safety injuries, and 95.0% wanted to receive education on how to prevent child safety injuries. The mean total score of child injury prevention behaviors was $27.33{\pm}17.79$, and that variable was associated with a longer duration of formal education (t=2.41, p=.021) and with women's experiences of child safety injury (t=5.97, p<.001). Conclusion: Immigrant Vietnamese women experienced a higher frequency of child safety injuries and needed educational opportunities to prevent these injuries. Further research is necessary to develop the essential content and effective methods for education on child safety injury prevention among this unique multicultural population.
The Journal of the Convergence on Culture Technology
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v.5
no.3
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pp.131-137
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2019
The purpose of this study is to draw the factors that makes the visitors decide to visit the art-museum and verifying the influence of visit determinants on recommendation intention and revisit intention. Visitors to Gwangju Museum of Art and Gwangju Biennale in Gwang-ju city were chosen for this study. Data were collected for 30 days from September 15 to October 14, 2018. A total of 350 visitors were attended in this research and finally 315 samples were used for the empirical analysis. The result of this study showed that 4 determinant factors(Escape from the ordinary, self-development, novelty, culture experience) of visiting art-museum were identified which all influences on behavioral intention(recommendation intention, revisit intention). Particularly, 'novelity' is the major factor influences on recommendation intention followed by 'escape from the ordinary' factor. Moreover, 'escape from the ordinary' factor influences the most on revisit intention among all determinants of visiting art-museum.
Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.
The purpose of this study is to examine how the app characteristics of delivery apps and personal characteristics influence consumers' attitudes, trust, and reuse intention. To address the goal, this researcher selected consumers having experience in ordering food through a delivery app as subjects and carried out a survey with a structured questionnaire from April 1st to 30th, 2022, and then collected the results through Google Surveys due to the prevalence of COVID-19. The main results are summed up as follows. First, it has been found that app characteristics influence their attitudes, trust, and reuse intention. Second, personal characteristics have significant effects on their attitudes, trust, and reuse intention. Third, their attitudes and trust have been found to exert effects on their reuse intention. This study is distinct from previous studies in that it has considered app characteristics and personal characteristics both in examining the factors to realize the continuous use of delivery apps. Moreover, this study is significant in that based on the results, it has revealed that factors associated with app characteristics and personal characteristics are crucial to enhance their intention to reuse delivery apps.
Journal of the Korean association of regional geographers
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v.9
no.4
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pp.576-591
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2003
This study examined how historical facts of the past were established as a symbol or identity of a region and reorganized in the present local communities. Janseong has reorganized regional symbols through a regional festival named Hong-gil-dong Festival based on its tradition and cultural resources and used them as a strategy for the regional revitalization. Jangseong was known as "a district of noble scholars" represented by the Philam Seowon(local school) enshrining Kim In-hoo, a superior one of the Confusion scholars of Joseon period. And it was considered as "a place of justice" because of historical fact that it was an important base of Donghak movement and the struggle by righteous soldiers who fought for the country in the late Joseon period. Moreover, as the place which is assumed as a birthplace of Hong Gil-dong, a hero of the Hong Gil-dong story was excavated, the local government has reorganized Mr. Hong as a symbol of the region and has held the Hong Gil-dong festival for its development. In spite of its short history, the festival was established as a representative of Janseong. It also created various regional cultural attractions such as regional logos of Hong Gil-dong and a tourist attraction of his birthplace. Jangseong reorganized its tradition for the regional revitalization through a business-oriented property of the event strategy enforcing a dynamic and external image. In the aspects of tradition reorganization and use for actual development, it is sure that the Hong Gil-dong Festival will work for true integration and revitalization of the region by providing experiences of reorganized regional tradition and culture along with various regional landscapes.
As the share of leisure culture increases these days, expectations are rising for the high quality of culture while increasing interest in leisure and tourism. The percentage of the population going on weekend trips to broaden the horizons of elementary, middle and high school students has continued to rise in proportion to the expectations for cultural enjoyment. We expect that visitors' weekend family activities will include relaxing, playing and educational purposes. Recent educational programs have moved from the past where only children were allowed to be onsite, to a shared style in which parents can engage in educational activities, potentially leading to the implicit involvement of family ties and family elasticity. The effects of education are not expressed by the period that ends in a single moment of experience, but by the continuity of training and experience. The same holds true for family affinity, communication and empathy. Providing opportunities for family experience and education is a national responsibility for broken family and restoring solidarity with the growing number of single-person households. Furthermore, it is a duty of museums and galleries today, and it is necessary to come up with methods to enhance family solidarity and family affinity. In particular, it is imperative to develop and provide educational programs for educational purposes at the Education Museum, and to develop " education for family " at the social level. This paper aims to analyze the results of all family participating education programs provided by family education programs at the Education Museum through family surveys and interviews, and to enhance the activation of family types education programs more actively.
The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.
The development of information and communication technology and COVID-19 have caused an unusual change in the hotel industry, and the demand for the contactless services such as service robots from hotel customers has surged. Therefore, this study investigates the perception of hotel customers on contactless services by applying a mixed-method analysis. Specifically, this study identified the causal correlations between variables through the structural equation model, and further applied the fuzzy set qualitative comparison analysis to derive patterns of variables that form the intention to use the non-face-to-face services. As a result of the analysis, it was shown that service experience co-creation, palyfulness, personalization, and trust had a significant effect on intention to use through the contactless service use desire. On the other hand, in the results of fuzzy-set qualitative comparison analysis, playfulness was derived as a core factor in all patterns. Based on these analysis results, this study provides academic basis for in-depth understanding of hotel customers' perception of contactless service and specific guidelines for hotel managers on the contactless service strategies in the era of COVID-19 pandemic.
This study was attempted in order to understand leisure phenomenon in Korea cultural area through relation of Leisure Activity, Leisure participation motivation, self -efficacy and Subjective well-being. The purpose of this study was to investigate the question that Leisure Phenomenon was studied focus on specific Leisure activity contents such as physical, tour science, though it is an important subject to explore as psychological and cultural. Also it suggested that what was the problem of established studies and what was the directions for future study. Concrete study problem was assumed three issues. (1)General state of leisure activity and leisure motivation in Korea, (2)The correlated relation between each motivation and self-efficacy and (3)The correlated relation between each motivation and Subjective well-being?. Through this, we conducted three results. Frist, the leisure motivation scale was factor analyzed and consequently 2 factors which can be considered as leisure motivation were prescribed. Also through the responded data, leisure activity of university students showed much more passive activity(e.g.,reading, listening music, movie, watching TV, Internet surfing etc.) than positive and physically activity. Second, each motivation was not significant in self-efficacy. Finally, among the motivation, especially emotion and psychological rest motivation was significant in the subjective wellbeing. These findings imply that general understanding about leisure phenomenon can different as the cultural thinking of leisure activity and leisure motivation.
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