• Title/Summary/Keyword: 중국 문화산업

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Perceptual Differences of Success Factors for a Maritime Tourism Complex Using Fuzzy Theory (Focusing on Golden Harbor, Incheon) (퍼지이론을 활용한 인천 해양관광단지 성공요인의 인식차이 분석에 대한 연구(인천 골든하버를 중심으로))

  • Cha, Youg Doo;Gong, Jeong Min;Yeo, Gi Tae
    • Journal of Navigation and Port Research
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    • v.41 no.1
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    • pp.9-16
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    • 2017
  • The maritime industry is recognized as an important national industry in the world today, and its importance is increasing. One of the most important marine industries is the marine leisure industry. Korea attracts many foreign visitors, and a wide variety of cultural and tourist resources are worth accessing. Among the visitors are Chinese tourists, who are called Youke and who represent a constantly increasing trend since 2007, when 1.06 million people visited, to 2015, when 5.98 million people visited Accordingly, a budget of about one trillion won has been committed to creating a resort complex called Golden Harbor at Incheon, which will focus on the development of a marine tourism complex In this study, we conduct a survey on the potential of Chinese tourism and marine tourism professionals only success of the targets of the Incheon Port Authority was analyzed by comparing the difference. A fuzzy analysis of the questionnaire results on Chinese tourists showed the importance of giving the highest priority to services being friendly(0.823), followed by safety(0.823) and convenience(0.773), highlighting the importance of recognize a variety of tourism products(0.755). Targeted surveys were conducted on 20 of Incheon Port Authority s employees They showed that various tourism products are the main issue(0.852), following by accessibility(0.850) and immigration(0.810), showed that convenience is important to recognize the order of (0.793).

Storytelling along Roads as a Development Plan for Cultural Contents in Gangwon-do (강원도 길 스토리텔링과 문화콘텐츠로서의 발전방안)

  • Jo, Jeong-rae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.172-183
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    • 2021
  • The twenty-first century revealed the era of cultural contents with the growth of digital cultures. Accordingly, popular culture became the primary sector of the cultural industry, and among them, the roads on which people walk emerged as great content for the leisure and tourist industry. Walking has already become a commercial good, as each road's story is unique enough to attract numerous tourists. On roads are the development of history, movement of life, and various cultural channels. The old road development project contributes to the revitalization of the neighborhood and increases its competitiveness as cultural content, as it restores the ecological nature and rediscovers the value of the road from history and its culture. For Gangwon-do's road development project, a storytelling strategy is necessary to succeed as cultural tourism content. Specifically, when forming an image of the old roads, it is advantageous to develop a new story that suits modern people's aesthetic taste and lead communication between locals and tourists rather than borrowing and utilizing the existing facts. For instance, it is helpful to recreate the nostalgic and sentimental mood and combine the imagination based on the consumers' humanistic experiences to create their own participation. This paper demonstrates the historical value of the roads in Gangwon-do, precedents of other leading road development projects in South Korea, and development plans by storytelling for cultural contents in Gangwon-do.

A Study of the Development of Market Prediction Modelling: A Case of the Cellular Phone Market of Korea and China (국가간 비교를 통한 시장 성장 예측에 관한 연구: 한ㆍ중 휴대폰 시장 사례를 중심으로)

  • 황재훈;이종오;김원태;전성우
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.51-59
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    • 2002
  • 오늘날 비즈니스의 가장 중요한 요소 중의 하나는 타이밍이며, 이의 예측 정확성이나 대응력에 따라 비즈니스의 성패 정도가 달라질 수 있다. 이러한 의사결정력을 강화하기 위해서 많은 기업에서는 글로벌 선도시장의 흐름이나 선진기업의 성공전략에 대한 벤치마킹을 수행한다. 모바일 산업에 관한 한 한국은 글로벌 선도시장으로, 한국의 휴대폰 시장 변천을 분석하고 구매요인 및 요인간 관계를 규명하여 지표화할 수 있으면 여타 국가에서 시장주도 전략에 중요한 역할을 수행할 수 있을 것으로 예상된다. 따라서 테크놀로지 수용에 대한 기존 문헌연구를 바탕으로 끊임없이 변화하는 정보기술 제품이나 서비스의 수용 여부 및 시장 성장 예측에 대한 프레임워크를 개발 제시하는 것이 본 연구의 기본 목적이다. 개인차원의 기술 수용 모형인 Technology Acceptance Model(TAM) 및 여러 수정모형에서 규명된 다양한 변수들은 실증적인 연구의 결과로서 중요성은 갖으나, 여전히 연구 및 실무 관점에서는 특정 상황에 대한 통계 분석 결과의 제시라는 점에서 한계를 갖는다. 비교 대상국으로 선택한 중국은 그 국토만큼, 인구만큼, 문화만큼 다양하고 복합적인 시장이며, 동시에 누구나 공감하는 거대한 잠재시장이므로, 한국시장의 분석을 바탕으로 중국시장에 대한 향후 성장을 지표로 예측할 수 있다면 국내 기술 및 상품 수출의 기회를 보다 더 수익성있게 포착할 수 있을 것이라고 판단했기 때문이다. 그러나 여기서는 연구의 의의, 대표적인 일부 변수의 평가와 연구방법에 대한 제안에 국한하여 설명한다.

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The Analysis for the Regulation related to Chinese Online Game Review -Focused on NHN Chinese Game- (중국 온라인 게임 심의에 관한 규제 분석 -중국 NHN 게임을 중심으로-)

  • Song, Seung-Keun;Kim, Chee-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.151-162
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    • 2009
  • The objective of this study is to uncover the standard and procedure of the review for the online game to export to China and try to find a plan how to solve a problem such as regulation for the online game imported into China depending on a protective policy for homemade game. The literatures related to the policy of China online game industry and the present condition of the wholistic restriction are reviewed and the standard and procedure of the review of China online game which is veiled was able to find definitely by using the case study on Korean company which was a great success as localization in China. As a result of this study, we found that the key factor on the review standard of China online game is the anti-social personality, such as 'the overthrow of Chinese socialist system', 'the territorial issue as the eviction of Hong Kong or the acknowledgment of Taiwan government', 'independence problem of the minorities', and 'damage to property as national treasure', et cetera. While the review of the homemade game in China takes about a month through just two steps in review process on online game, that of foreign game is required over at least three months through four steps in it. Moreover, it is difficult for foreign games to obtain the license due to total amount regulation for online game by 'General Administration of Press and Publication of the People's the Republic of China'. In the case of the joint-venture company, it is most important to the smooth communication between Korean company and Chinese company in order to overcome these strong regulation for online game review in China. Furthermore, as Chinese company in outward appearance it is need to be positioned absolutely in Chinese marketplace. The definite positioning strategy enables foreign companies to avoid the strong regulation about the foreign game in China. To understand, finally, deeply politics, society, and culture presented in Chinese ethics textbook permits the foreign companies to predict the exact standard of the review for online game. Therefore, this study is concluded with key implications to sustain guidelines on the deliberation for foreign companies which want to export online game to China to improve the predictability and accountableness about the review of the online game in China.

De-identification Policy Comparison and Activation Plan for Big Data Industry (비식별화 정책 비교 및 빅데이터 산업 활성화 방안)

  • Lee, So-Jin;Jin, Chae-Eun;Jeon, Min-Ji;Lee, Jo-Eun;Kim, Su-Jeong;Lee, Sang-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.71-76
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    • 2016
  • In this study, de-identification policies of the US, the UK, Japan, China and Korea are compared to suggest a future direction of de-identification regulations and a method for vitalizing the big data industry. Efficiently using the de-identification technology and the standard of adequacy evaluation contributes to using personal information for the industry to develop services and technology while not violating the right of private lives and avoiding the restrictions specified in the Personal Information Protection Act. As a counteraction, the re-identification issue may occur, for re-identifying each person as a de-identified data collection. From the perspective of business, it is necessary to mitigate schemes for discarding some regulations and using big data, and also necessary to strengthen security and refine regulations from the perspective of information security.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

A Study on the Golf Course Selection Attributes, Revisit and Recommendation Intention of Chinese Golfer by IPA (IPA기법을 이용한 중국인 골프장 이용객의 골프장 선택속성과 재방문 및 추천의도에 관한 연구)

  • Sang Lim;Sang-Woo Cho
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.4
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    • pp.710-723
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    • 2023
  • The purpose of this study is to investigate the effect on the revisit intention and recommendation intention on the golf course selection attribute factors of Chinese golf course users using IPA. In order to carry out this study, a survey was conducted on 388 Chinese golfers, data processing and IPA analysis were conducted, and the following conclusions were obtained. First, the importance of the selection attribute was the highest in employee etiquette, and the price of restaurants and food and beverage was the highest in satisfaction. Second, as a result of the IPA matrix analysis, there were 8 selection attributes for continuous maintenance, 14 for concentration improvement, 5 for low priority, and 3 for excessive effort avoidance. Third, cost, accessibility, course facilities, auxiliary facilities, caddy expertise, and satisfaction with user management were found to affect both revisit and recommendation intentions. Since this study was limited to Chinese golfers, there may be differences in comparing the results with previous studies conducted in other countries on golf culture. Therefore, studies considering cultural diversity should be conducted in the future.

Study on the Evolution pattern of Tea Industry Service Mode: Focusing on the Needs of Each Generation in GuangXi, China (차 산업 서비스 모델의 변천 패턴에 대한 연구 - 중국 광시 지역 세대별 니즈를 중심으로)

  • Ping, Li;Jang, Wansok;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.65-74
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    • 2021
  • Since 2020, the GuangXi government of China has focused on the deep integration of tea industry with leisure and cultural tourism, popular science education, health care and elderly care industries. Among the output value targets of the tertiary industry, the GuangXi government plans to achieve 25 billion yuan, and the tea industry is developing rapidly. Through questionnaire survey, field research and interview, this paper studies the differences of demand behavior and selection attributes of tea products among consumers in different years, and finally studies the evolution pattern of service mode of tea industry in GuangXi. The results show that there are obvious differences in life and work style, shopping habits, service design, user experience, social needs and personality needs of each generation consumers in different years. Based on the analysis of demand and behavior habits of tea products, the evolution pattern of service mode of tea industry in GuangXi is studied. Based on the above results, according to the differences of consumers' choice of tea products in different years, the service mode of tea industry in GuangXi is improved The development of tea industry in service design, user experience level is worthy of in-depth attention.

A Study on the Effective Way of Supplying of Highly Educated Fashion Specialists -Focusing on the Korean Apparel Manufacturers in Dalian, China- (패션 전문가의 성공적인 중국 진출에 관한 연구 -중국 대련의 의류제조업체를 중심으로-)

  • Bae Soo-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.12 s.148
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    • pp.1562-1570
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    • 2005
  • The purpose of this thesis is to find the effective way of practical education in the fashion related department in order to supply the appropriate experts to the Korean apparel manufacturers located in Dalian, China. The interviews were made twice from $25^{th}$ of Feb. to $15^{th}$ of Mar. 2005 and from $28^{th}$ of July to 31st of July 2005 through the method ot a direct interview with the CEOs of the 7 representative apparel manufactures. The results of the interviews were as following. Seven companies$(100\%)$ participated in the survey all complained of insufficient workers. Also the companies were having difficulties at finding appropriate workers who can handle designing, management, and circulation, because specialists who are fluent in Korean and Chinese are very rare. Moreover, Korean apparel manufacturers are now taking a step further to launch a high quality fashion brand, getting out of the simple hand work depending on low wage or low-tech(6 companies $85.7\%$). Thus, well-educated fashion specialists(intermediate manager) are required on the part of Korean clothing companies or apparel manufacturers in China. It is expected the intermediate managers and the specialists who are capable of launching a new brand will be urgently needed. Therefore, appropriate educations in Korea would be essential to minimize the problems the Korean fashion specialists might face in China. 1 would like to present three suggestions. 1. The highly educated Korean fashion specialists on apparel industry will be a solution both to the high jobless status in our country and to the deficiency in human resources of Korean apparel manufacturers in Dalian. 2. The students in the college should learn how to write down the working chart and matching chart in practical conditions. Taking an intern-ship in working factories in China during a certain period of time will be helpful. 3. The experts should be trained with emphasis on the quality, design, and value of the brand. This study will be used as a base for Koreans who work in fashion related department to enter the Chinese fashion market having a great potential.

A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users (소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구)

  • Lee, Sang Hoon;Cheng, Zhichao;Kwon, Young-Jik;Hwang, Hyun-Seok;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.39-50
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    • 2014
  • Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.