• Title/Summary/Keyword: 여가서비스산업

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Analysis of Leisure Industries in Ulsan Metropolitan City (울산광역시의 여가산업 분석)

  • Choi, Sung-Hun;Song, Kang-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.391-398
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    • 2010
  • The purpose of this study analyzed leisure industries of Ulsan Metropolitan city. Leisure industries were categorized leisure goods industries, leisure space industries, and leisure service industries according to 'Leisure White Paper' was offered Ministry of Culture, Sports, and Tourism, and analyzed the number of businesses, workers, and sales by KOSIS(http://www.kosis.kr), Korean National Statistical Office. As a results, the number of business were 10,292, workers were 23,357 person, and sales were 1.1675 trillion won. More specifically, the number of business were 1,041, workers 1,867 person, and sales were 122.7 billion won in the number of Leisure goods industries. The number of business were 6,534, workers 15,752 person, and sales were 694 billion won in the number of Leisure space industries. Lastly, The number of business were 2,717, workers 5,783 person, sales were 350.7 billion won in the number of Leisure service industries. Especially, Leisure goods industries were poor, liquor related business were too many in leisure space industries, and leisure education service industries were large.

An Exploratory Study on the Demand & Supply to Senior friendly industry to Culture Contents Technology(CT) R&D (문화콘텐츠기술(CT) R&D 연계 고령친화산업의 수요와 공급에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.12
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    • pp.3848-3855
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    • 2009
  • Many social and environmental changes emerged by the increasing of the number of the aged to entrance the aged society. This study explored the current supply status on Contents Technology R&D(research and development) of CT ministries and market policies(senior friendly industry) targeting to elderly consumers and the needs and demand of elderly generation to knowledge information technology. In, 2008, Ministries announced the sixth category of CT R&D's fundamental planning. The 'public culture service' to elderly and handicapped person is one of CT R&D category. This study investigated the information technology participation(internet participation rate, blog and internet cafe commitment) and contents technology to the elderly. The research indicated the desired needs of elderly consumers are creativity contents, emotional & experience and communication needs. These three factors of CT R&D to elderly consumers meets the needs non-game factors such as health, economic stability and information seeking in entertainment game.

The Effects of Service Quality on Customer's Satisfaction and Revisit Intention for the Domestic Ski Resorts as a Leisure facility (여가시설로서 국내 스키리조트의 서비스 품질이 고객만족, 재방문의도에 미치는 영향)

  • Oh, Joon-Suhk
    • 한국체육학회지인문사회과학편
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    • v.51 no.2
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    • pp.315-325
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    • 2012
  • The purpose of this study was to investigate the effects of the service quality, customer satisfaction and revisit intention for all operating ski resorts in Korea. This study was conducted by separating the entire domestic ski areas by the three investigations. Through a field study, a total of 1963 skiers from 17 operating ski resorts was appropriately selected and responded to the survey questionnaire. It was analyzed by using spss 13.0 and amos 5.0. The results can be summarized as follows. Firstly, the service quality of all domestic ski resorts affected satisfaction of the customers. Secondly, the service quality of all domestic ski resorts affected revisit intention of customers. Thirdly, the customers' satisfaction on the domestic ski resorts affected revisit intention of the customers.

Development of Reality Image Content Reflecting the Characteristics of Older Adults: Focused on the Implementation of Multi-Display Images (고령층 특성을 반영한 실감 영상 콘텐츠 개발: 멀티 디스플레이 영상 구현을 중심으로)

  • Dae-Hyuk Moon
    • Journal of Industrial Convergence
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    • v.21 no.7
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    • pp.1-8
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    • 2023
  • There have been more demands for the culture and leisure activity services in the industry friendly to older adults. Of these culture and leisure activities, the activity of their watching TV programs and online media content has been on the increase. High-resolution display devices have become popular and are cheaper than before, and hardware for realizing multi-dimensional images can be easily configured. However, it is not easy to view high-resolution multi-dimensional images that reflect the physical and mental characteristics of the elderly. It is expected that the results of this study contributes to developing a variety of content for older adults' culture and leisure activities with the use of reality image technology and promoting the industry friendly to older adults by developing.

A Context-Aware Entertainment Information Service Framework Architecture and Knowledge Representation (상황이해 엔터테인먼트 정보 서비스 프레임워크 구조 및 지식표현)

  • Lee, Keon-Myung;Lee, Sun-A;Ryu, Keun-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.4 no.3
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    • pp.62-69
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    • 2010
  • As the information services are reachable by various terminals almost anytime, anywhere, much effort has been made to endow the users with context-aware services by utilizing available information. The increase in leisure time and wealth has made people pay more attention to hobby, entertainment, health, well-being, and so on. In these fields, the information services, if provided in a context-aware way, could largely enhance the user satisfaction. This paper identifies the essential components of context-aware entertainment service provision and proposes a service development framework. It also presents how to represent data, how to describe service selection knowledge for context-aware services, and how to conduct inference under the representation scheme.

Impact of Switchover Barrier, Switchover Intention and Willingness to Revisit on Customer's Characteristics - Comparison between Travel Agency and Airlines - (고객특성이 전환장벽, 전환의도와 재방문의사에 미치는 영향 - 여행사.항공사간 비교분석을 중심으로 -)

  • Chung, Ung-Young;Moon, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.259-273
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    • 2008
  • This study aims to identify of customer features control the effect on revisit intention and switching intention. The statistical techniques used for this empirical analysis are frequency analysis, technology analysis, reliability analysis, factor analysis, confirmatory factor analysis along with path analysis and moderate regression analysis, which are based on structural model From the effect that customer features control the effect on switching barrier by switching intention, travel agencies has a control effect on 'financial switching costs' and 'relational switching costs', and airlines show they have control effect on 'relational switching costs.' In diversity pursuit factors, 'financial switching costs' and 'attractiveness of alternatives' have a meaningful control effect for travel agencies customers, while 'procedural switching costs' for airlines customers. In the analysis result of the effect that customer features control the effect on revisit intention by switching intention, 'percept' and 'diversity pursuit' have a meaningful control effect in travel agencies customers and airlines one, respectively.

Study on User Benefits for Activating Lifestyle Sports (생활체육 활성화를 위한 이용자 편익에 관한 연구)

  • Choi, Seung-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.207-217
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    • 2019
  • The purpose of this study is to examine the physical and psychological effects of lifelong physical activity and the role of leader capacity, to provide practical basic data on intangible benefits and to suggest ways to activate the value of lifelong physical education. This study was conducted from September 1, 2018 to September 30, 2018, with a total of 206 questionnaires centering on men and women participating in sports in Jeollanam do. The two-step approach proposed by Anderson & Gerbing (1988) was used to examine the structural relationships between physical benefits, social benefits, mental benefits, self efficacy benefits, leisure cultural benefits, physical effects, mental effects, Respectively. The conclusions of this study are summarized as follows. First, physical and leisure cultural benefits have a positive(+) direct effect on leader capacity. Second, self-efficacy benefits, physical benefits, and leisure cultural benefits have positive direct effects on physical effects. Third, self-efficacy and leisure culture benefits have a direct positive effect on mental effects. Fourth, leadership competence plays a mediating role in the relationship between leisure cultural benefits and physical effects. In addition, it has a mediating role in the relationship between leisure cultural benefits and mental effects. In order to maximize the quantitative expansion and qualitative improvement of living sports and to enhance intangible value of participants in sports for all, the private capital investment such as the training of competent leaders, the development of various programs, and the investment support in the public sector, We hope that the role of the new welfare service delivery system shared with welfare will be provided.

User-Centered Service Design Research on Shared Vehicle for Camping (캠핑용 공유 차량 사용자 중심 서비스 디자인 연구)

  • Hur, Hyun-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.473-482
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    • 2019
  • People's leisure activities have increased due to changes in perception of social life. Camping cars are becoming popular due to the development of camping culture and traveling. However, there are not many users compared to the population of the camper due to the difficulty of economy and usability. Making it not easy to purchase or rent a camping car. Therefore, this study researches on camping service by combining shared services. It is aimed to provide a user centered camping shared service considering usage and economic efficiency. This study analyzed the concept, characteristics and current status of shared service and camping car with reference to domestic, overseas literature and internet data to provide basic data of camping car using shared service. In addition, through case study of shared vehicles, it is possible to grasp the current market. Integrate P2P, B2C, renting company and individuals to derive the design of A2P (All to People)service which connects and shares all. The user can have its own space available at the desired place and time. This study is a camping or unique mobile space service design that can be easily experienced in everyday life. It will reduce the strain of maintaining expenses and also process of pick up, return is freely making user-centered service design. This service design will lead to a diverse range of leisure activities and contribute to the upsweep of the camper industry.

A Guideline of Music Festival Experience Through Mobile Application (대형 음악 페스티벌 경험 향상을 위한 모바일 애플리케이션 디자인 가이드라인)

  • Chu, Eun Sun;Choe, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.26-36
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    • 2015
  • Recently, demands for leisure and performing arts are increasing. In perspective of enjoying culture away from every day life, interests for music festival are also growing. Music festival industry has been grown rapidly since the mid 2000s and it has become popular culture especially for younger generation. As music festival culture becomes popular, music festival becomes bigger and a number of participants are rising continuously. However, some services which music festivals provide are not interactive. So, it makes difficult users to feel festival experience and to satisfy. Although some festivals are trying to deal with things through mobile applications, those in the market showed weaknesses. Therefore, this study aims to suggest some improvements for music festival application through user research. As the result of user study, improvements and functions of music festival application were deducted.

A Study on R&D Strategy for the IT Convergence Research and Sports Services (IT와 스포츠서비스 융합을 위한 R&D 전략 연구)

  • Oh, Joong-Duk;Park, Chan-Hong;Park, Byeong-Ho;Choi, Young-Seok;Oh, Il-Young;Seong, Hyeon-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.492-495
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    • 2014
  • In this paper, IT and sports services, a study on the R&D strategy for convergence. The sports industry is based on the consumption of the population continues to increase participation in sport has increased due to the increase in leisure time and increase the income of the people. Differentiated and national income is expected to be $ 20,000 per period is the expansion of high-tech sports consumption in developing countries than developed countries and is active in a variety of sports goods of high consumption, you can feel the satisfaction of the convergence of high value enemy Sports Consumption the situation in and growing rapidly. In this paper, we conduct R&D Strategies for the integration of IT technology and services for the development of sports industry, sports. We hope that this helps the sport policy development and national sports industry overseas markets such as the development of the domestic sports industry achieve in this study was small.

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