• Title/Summary/Keyword: Cultural Event

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On the Analysis of the Satisfaction of Participant on Regional Culture Festival (향토문화축제 관광자원 활성화: 허균.허난설헌 축제를 중심으로)

  • Kim, Gi-Dong
    • Korean Business Review
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    • v.22 no.1
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    • pp.125-138
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    • 2009
  • The purposes of this study are the analysis by content of satisfaction level of participants in the event for the systematic, efficient event tourism program. For this analysis, it was researched if there was any difference in satisfaction level of participants in event by demographic characteristics, participation level and content of program. The results of this analysis are as follows: There was a difference in satisfaction level by participants characteristics in the event tourism. There was the more recognition, the higher participation level. There was higher participation and satisfaction level in participational and special program than exhibitory program. This study has a limit that can"ft grasp the foreign visitors"f recognition for the event tourism in Gangnueng district. But, it is very important to analyze the voluntary participation and interest of local residents and it may be the fruit of this study to of a new program and suggestion point through the analysis of satisfaction level for the Heo-kyun & Heo_Nan_Sul_Hun Cultural Festival.

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Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation (이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발)

  • Lim, Seong-Taek;Cha, Sang-Yun;Park, Cha-La;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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A Study on Situational Decomposition Modeling Technique for Decision Support (의사결정지원을 위한 상황분석적 모델링 기법에 관한 연구)

  • 연광호;홍현택;김정태
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.10a
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    • pp.47-50
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    • 2000
  • This study is about the conceptual design steps in cultural knowledge content development. This study proposes the method called situational decomposition Modeling Technique. It is based on the events which are the sum of related processes. Processes are the sum of related actions. This event has a position in specific time and space, and each event has objects. Users can search events using objects and find any processes or actions one desires.

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A Study of Regional Culture related Events -Analysis focusing on Integrated Case Studies of Cheongju City and Cheongju University- (지자체와 대학의 융합적 접근에 의한 지역발전 연구 -지역문화행사를 통한 청주시와 청주대학교의 융합사례를 중심으로-)

  • Park, Jung-won;Lee, Ki-Hoon;Kim, Joon-Yong
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.387-395
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    • 2021
  • The study looks into the prospect of expanding interdisciplinary education by examining case studies related to the subject activating economy and understanding the nature of cultural potential of different regions around Korea. The objective is to integrate regional societal for co-existence of cultural events with university being the educational entity for development. The study analyzes the internationally recognized craft event known as the Cheongju International Craft Biennale founded in 1999. For twenty years the Cheongju Industry Cultural Promotion Foundation has organized the Cheongju Craft Biennale and the study researches on the collaborative aspect between the foundation and Cheongju University's Department of Craft and Design. The value of the event is predominant and the locality has clearly been shown.

A Study about Expression of the Digital Space according to Deleuze's 'Event' Concept (들뢰즈의 '사건'개념에 의한 디지털 공간 표현에 관한 연구)

  • Park, Jun-Hong;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.18 no.3
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    • pp.66-73
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    • 2009
  • In the digital age, as it is ambiguous to distinguish between the original and a replica, the order of reproduction which is more realistic than the reality is becoming a new cultural order. Before the period when digital paradigm dominates, always the reality has been an object to be copied. But, today is an age of Simulacre where code of digital technology dominates. Such a phenomenon is shown in the construction space without exception Gilles Deleuze who was a representative philosopher of the post-structuralism depicted the concept of Simulacre as an instant 'event' passing by without change in an object or substance. As the result of analyzing what kinds of feature for the concept of event is expressed in the digital space, a diagram itself could be a design process, the digital space with correlation was able to be created through the change in the meaning according to the changing image and my body which was the leading part to form primary space. In such a meaning, this study pays attention to Deleuze's 'Event(Simulacre)' concept. At this transitional period when a new concept of digital space is about to take root, the modern philosophers' theories and the discussions about spatial relativity should be continually studied, along with the development of spacial theories for the modem construction.

A Study on Activation methods of Traditional Market in Jinju City -Focused on Joongang and Seobu Market- (진주시 전통시장 개선방안 연구 -중앙시장과 서부시장을 중심으로-)

  • Kang, Seok-Jin
    • Journal of the Korean Institute of Rural Architecture
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    • v.17 no.1
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    • pp.1-8
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    • 2015
  • The purpose of this study is to consider activation methods of traditional markets in Jinju city through questionnaire and field survey. Research framework is summarized into two categories: physical environment and operation program. The results are as follows: 1) the gross profit on sales has been decreased continuously and the main causes of that have been recognized as insufficiency of parking lots and convenient facilities and deterioration of environment in spite of facilities modernization project; 2) consumers visited a traditional market because of proper price and reliance on goods, etc. However, they were not satisfied with the physical environment such as parking lots and resting spaces and the operation program such as cultural event and performance. In conclusion it was thought that activation methods of traditional market would be related to the improvement plan in the physical aspect such as parking lots, walkway, convenient and crime prevention facilities and in the operation program aspect such as cultural event, marketing, management consulting, information infrastructure, and delivery system.

Effect of Promotion Type on Customer Satisfaction and Behavioral Intention in Franchise Coffee Shop (프랜차이즈 커피 전문점의 프로모션 종류가 고객 만족도와 행동의도에 미치는 영향)

  • Nam, Ayoung;Yoon, Jiyoung
    • The Korean Journal of Food And Nutrition
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    • v.31 no.1
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    • pp.173-184
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    • 2018
  • This research was conducted to examine coffee shop customers' preference and satisfaction by different types of promotion. Research samples ware adults with experience of any form of coffee shop promotion (n=209). Descriptive statistics, Chi-square, t-test and one-way ANOVA were used to analyze the relations among variables. Results showed that 'free coupon' was the most preferred ones. SNS was the most frequently used search method for coffee shop coupon promotion information. The most preferred event promotion was 'freebies', and preference levels were significantly different by age and employment status. 'Barista experience' was ranked highest in preference among cultural experience events. Drinking coffee was the most important purpose of visiting coffee shops, especially among unemployed, twenties, and women respondents. Coupon was evaluated the highest in usefulness and satisfaction among the three promotion methods. Event and cultural experience were preferred more by respondents in their twenties than those in their thirties. Results indicated that all promotion strategies are effective for increasing customer satisfaction and for inducing revisit. Findings also showed that preference for promotion was affected by customer characteristics such as age and gender. Therefore, coffee shops should consider using the most effective and attractive promotion strategy for their target market, while maintaining a consistent service quality level to fulfill customer expectation.

A Study on Socio-cultural Functions of Game-Making Events (게임개발대회의 사회문화적 기능에 대한 연구)

  • Ma, Eunjeong;Choi, Sung-Youn
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.77-90
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    • 2019
  • This paper discusses the shaping of game culture and the socio-cultural functions of game-making events based on co-production ideation by meta-analysis. Research has shown that the experience in this event helps to reshape the perception of the game culture, which eventually will lead to the extended meanings of game culture. It can also be seen that the game-making event serves as an educational platform for building the next generation competencies.

Cultural Heritage Experiential Learning Smart-Phone APP Using LBS (LBS를 활용한 문화유산 체험학습 스마트폰 APP)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.821-828
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    • 2013
  • This paper proposed CHELS-App that Smart-phone APP optimized cultural heritage experiential learning is configured can learning and sightseeing at the same time with experience the cultural heritage and enjoying the mission through quests to take advantage of the Smart-phone. CHELS-App is provide a guide maps by using the location-based service and cultural commentary(commentary, photos, quizzes, games, cartoon) with capability of event push about the Jongmyo Shrine as world heritage, and configured with capability of experience diary create and foot stamp through these experiences.

An Analysis Study on the Operation Status of the Korean Children's Library Cultural Programs (어린이도서관 문화프로그램 유형별 현황 및 운영실태 분석 연구)

  • Kang, Jung A;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.1
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    • pp.99-124
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    • 2018
  • This study examines the actual operation status of the Korean children's library cultural program and analyzes the service type and operation status. Through this, it seeks the direction of cultural programs that can accommodate the needs of the users and establish the identity of the library. This study analyzes 856 kinds of cultural programs found on the homepage of 48 children's libraries in Korea. It was found that the lecture type programs for elementary school students were operated the most. In addition, most of the students participated one to three times during the lower grades of elementary school by their parents' recommendation. The satisfaction level of experiential cultural programs was the highest.